Forum posts

Posted 19 years ago2005-02-14 08:19:19 UTC
in Cs_office2 Post #90377
"ok, but its gonna take a while since I just started on the first 2 rooms."

I cant take screenies with just two rooms. It will come some time near this day. ill post it on a new topic.
Posted 19 years ago2005-02-14 04:04:02 UTC
in Cs_office2 Post #90338
ok, but its gonna take a while since I just started on the first 2 rooms.

Hint: one area features the "matrix" pillar fight, where neo fights a gang lot of people in a pillar filled room.

another features a building to building battle.

and one features a humongous cool corridor fights.

its a map that will leave you with the best fight memories of counter-strike.
Posted 19 years ago2005-02-13 23:11:20 UTC
in Cs_office2 Post #90322
ok ok, I already found out how, so im gonna upload some pictures later.
some of the rooms are exactly like cs_office, to give the feeling. ok so once the pics are upload please reply back.
Posted 19 years ago2005-02-13 16:31:33 UTC
in Cs_office2 Post #90190
so how do I post screenie in this topic?
Posted 19 years ago2005-02-13 15:44:35 UTC
in Cs_office2 Post #90177
I have a project called Cs_office2, its self-explanatory of what im gonna do.
Its a very big and carefully measured map. It's archatecture is as simple and as glorifying as cs_office. so im recruiting any of you guys to participate in the making of this map. I need pros only please, I really want this map to be well-made. You will be strongly credited in this map.

here are the stats:

What this map already has:
*very simple building layout
*25% of this map is already done
25 of this map already has textures
*no entities (except for starts) whatsoever
What this map needs:
*Your help
*props, physics, glass, lights, every entity needed to make a map
*a very, very, very good archatecture
*vertex man' stuff
*contsruction!, make sure that this map looks like its under contsruction but dont over do it
*please make the doors, even the dummy ones very detailed

Some areas in the map already gives you the taught of what to do.
Please do not touch my already made bathroom area.

>>play CS_OFFICE often to understand its making<<
(take screenshots if you like)

I really need some help, this project cannot be done by myself, and if I do it by myself, it will take a heck alot of time. ;)
Posted 19 years ago2005-02-07 23:50:51 UTC
in History of HL (spoilers) Post #88870
dont mind me im just bored.
Posted 19 years ago2005-02-07 23:50:31 UTC
in History of HL (spoilers) Post #88869
they were once called X-men, but the combine and humanity itself destroyed the mutant race in periods of time. One time, Storm was in the Titanic disguising herself as cyclops who looks like rouge. She saw Gordon on the ship and fell in love with him. He blurted out to the waiter "get me ice". Storm wanted to impress him so she accedentally creates a ice berg right infront of the ship. therefor sinking the Titanic.

Gordon, thinking how he made a ice burg infront of the titanic by saying "I want ice!" (which was made by storm) he becomes a devoted scientist thinking that he might be able to unlock the 3 wishes gig. (a theory made by him) But wheres the best place to find Lucky Charms? BLACK MESA!

In the same time, The humans got so pissed about the titanic incident that factions began to create in order to secretely kill all last Race-X on earth. some factions include: Terrorists, CIA, Police, and the so-called Power Rangers. They killed every last race-x on the planet, led by was Gordon Freeman. (how he was able to study at black mesa and fight of Race-x is unknown.)

But they were stupid, because they killed a race that could possibly stop the combine forces from invading earth. Once again, its Gordons fault:

1) he put in the sample which made the combine's "head" to turn and notice them
2) he launches the Lambda Rocket which creates multiple teleporation storms on earth.
3) he sinks the Titanic
4) he made factions
5) he led factions
6) he made the 3 wishes gig
7) and lastly, he cost a major genocide in earth, using the combine as his "smokescreen"

I may be wrong though. Gordon freeman is a good man. And half-life2 rocks!
Posted 19 years ago2005-02-07 22:10:49 UTC
in Where ya from? how old r ya? Post #88852
14 sucks
Posted 19 years ago2005-02-07 22:09:19 UTC
in De_courthouse_final Post #88851
who here knows this map? I like it alot. Very detailed and stuff.
Posted 19 years ago2005-02-07 19:09:40 UTC
in WAA!! stupid light_dynamics Post #88814
aww.. ok anyone here?
Posted 19 years ago2005-02-07 18:26:03 UTC
in Where ya from? how old r ya? Post #88807
wow, everyone here is close to europe lol!

country: philippines
age: 14
name: andrew? I think i said it lots of times before.
Posted 19 years ago2005-02-07 18:21:03 UTC
in WAA!! stupid light_dynamics Post #88803
how bout this, does your light_dynamics work when you make cs:s maps?
Posted 19 years ago2005-02-06 23:08:04 UTC
in WAA!! stupid light_dynamics Post #88629
no but light_dynamics have the "parent" ability.
Posted 19 years ago2005-02-06 23:07:55 UTC
in WAA!! stupid light_dynamics Post #88628
no but light_dynamics have the "parent" ability.
Posted 19 years ago2005-02-06 22:29:57 UTC
in WAA!! stupid light_dynamics Post #88624
I put light dynamics in my CS:S maps and they dont appear in the game.

Does light_dynamics work with counter-strike source? or is it only for Half-life2?
Posted 19 years ago2005-02-05 19:53:34 UTC
in Bots CSS Post #88429
your welcome :cool:
Posted 19 years ago2005-02-05 12:59:29 UTC
in light aura cool effect? Post #88321
wow thanks for all the help guys, especially rabid
Posted 19 years ago2005-02-05 01:28:36 UTC
in light aura cool effect? Post #88247
nah, just create a short cut from the sdk folder itselft. now you just click on the hammer icon and there!

so can someone tell me how to do the aura?
Posted 19 years ago2005-02-05 01:08:40 UTC
in map problem when on my server Post #88244
hey AE. how come your avatar is blank?
isnt it supposed to be "no avatar"
Posted 19 years ago2005-02-05 01:05:23 UTC
in Who has the best display pic? Post #88241
why do people like monkeys?
come on squrrels are like the dominant species of earth.
Posted 19 years ago2005-02-05 01:00:13 UTC
in light aura cool effect? Post #88238
but thats a pretty big beam
Posted 19 years ago2005-02-05 00:45:43 UTC
in light aura cool effect? Post #88235
you know the level in half-life2, in the first level, you come in this huge room and see three of your NPCs getting food from some mechanism..

if you still dont know, remember the room where the combine purposly hits the can and asks you to "PICK UP THE CAN" and you have to throw it.

the next room is huge and when you look up, you can see the light going through the huge windows and makes a light aura cool effect.

----------------roof----------------------;
window}/ ;
-----}///////////////// ;
-----}/////////////light aura effect////////;
window}/ ;
-----}///////////////// ;
-----}/////////////light aura effect////////;
window}/ ;
-----}///////////////// ;
-----}/////////////light aura effect////////;
-------/ ;
-------/ ;
-------/ ;
-------/ ;
-------/----------------------------------;
-------/ ;
-------/ npc getting food>;
-------/ ;
-----------Gordon looking up------------

so how do you make that effect?
Posted 19 years ago2005-02-05 00:34:36 UTC
in Bots CSS Post #88234
1) this is why your bots are bumping walls and acting stupid

first, as a rule in whatever rulebook is made into the dll of source:

once you play a cs:s map with bots (lets say, 14 bots) for the >>>FIRST<<<
time, it will automatically adapt the bots with the >>>CURRENT<<< walk space, vantage points, objective points, etc to the map memory, so once you are finished playing and you edit the map to make it more fun (ex. you put a third floor to a two floor building) then you compile.

you play it with bots and it wont adapt the bots anymore (why? because the map thinks it already has the current map layout), so the bots think your map wasnt edited after it was adapted. so the will obvioulsy think that there is no third floor when there is virtually a third floor. so they wont use the third floor.

how bout you put a room with no walls whatsoever.
you play it with bots.
it will adapt itself.
you edited the map by putting zig-zag walls.
you play it with bots.
the map didnt adapt because it already has a saved layout of the map.
(which is the old map layout before you edited it)
the bots think that there is no walls so they bump the walls trying to reach their enemy stupidly.

2) now for the solution.

go to my computer,
click on program files,
look for valve,
click on steam,
the on "steamapps",
click on your username,
click on the counter-strike: source folder
now scan the whole folder for any damn trace of any application with your map name and delete the heck of all it. (dont worry you wont delete your VMF because its in the sdk folder)

now that you delete stuff, you can edit your map and play it with bots and adapt itself with your >>CURRENT<< map layout. (because the map says that there is no A.I. on your map because you deleted the A.I. for the old layout. now it wil make a new A.I. layout. and TADA!! the bots became smart and can go through the zig zag maze or whatever complex map you have.

3) the problem is...

you will have to delete stuff everytime you want the A.I. to adapt itself to you current maps to overwrite the old A.I. layout.
Posted 19 years ago2005-02-05 00:16:29 UTC
in Bots CSS Post #88233
ok ok! here is your solution to your problem.
Posted 19 years ago2004-12-26 14:05:02 UTC
in Need modeller/s Post #79751
Posted 19 years ago2004-12-25 19:48:41 UTC
in Need modeller/s Post #79686
anybody else. I really need modellers
Posted 19 years ago2004-12-25 17:04:34 UTC
in Need modeller/s Post #79676
but anyone here, at least make one of the list above, if you can.
Posted 19 years ago2004-12-25 14:59:48 UTC
in Need modeller/s Post #79668
Im currently making a (dunno, minimod or a full mod.) so I need a modeller, or modellers, to replace all the half-life's weapons (excluding the alien weapons, Egon, and Gauss) and turn them to a "Medal of Honor" Themed guns.

And for alien weapons, try turning the snarks into little robot hamsters. (its to add humor) and the hornet gun into a bee hive.

Egon, try turning it and its firing sprites (the beam that it shoots out) into a flamethrower themed.

Guass, make a little more degraded than the futuristing looking it has now. A little more desert like thingy.

I can get all the sounds for it covered, but If you like you can do the sounds.

If any of you help me, I will srongly Credit you in the mod.
Ex. Your name in the opening intro, read-me file, you get the point.

Reply back please. thanks.
Posted 20 years ago2004-09-12 20:13:15 UTC
in How do I... Post #58752
pak0 is for Wads, im looking for the folder or file that has the grunt, spy, aliens models for half-life's Built-in game.
Posted 20 years ago2004-09-11 23:31:48 UTC
in How do I... Post #58371
How do I find the folder where all the models of the game (not player models for multiplayer) in Half-life?
Posted 20 years ago2004-09-08 16:31:27 UTC
in HOW DA HECK!? Post #57612
I didnt post any maps for a while cuz Im currently enhancing the HL monster A.I. Cool huh? I need to enhance the A.I. so I could finally make a boss battle for my map.

look :)

Current Boss: monster_human_grunt
Current A.I. : see player, shoot
If player hides, throw any explosive material.
If player runs, follow him through use of info_nodes
Always find cover for... cover..
Future A.I. : see player, shoot
If player hides, throw any explosive material.
If player runs, follow him through use of info_nodes
Always find cover for... cover..
If player damages him, duck under cover.
If player kills him, go close and blow himself up... then die.
while shooting, move while shooting.
when sees player throw grenade, jump away at north.
( apperently always at the north)
whens player enters vehicle always throw grenade and
never shoot until he has popped out.
But THE FUKING barney wont crouch so i cant enhance A.I. until i learn milkshake.
Posted 20 years ago2004-09-07 13:15:26 UTC
in HOW DA HECK!? Post #57236
Posted 20 years ago2004-09-07 00:35:48 UTC
in HOW DA HECK!? Post #57131
HOW DA HECK am i suppose to make a barney dude crouch in the airscripted action animation part?
Posted 20 years ago2004-08-16 12:23:50 UTC
in A Horror Idea, Some Screens Post #51346
Just by reading your map discription. Im freaked out. How do you find sprites in your HL folder? Cant seem to find it.. :confused:
Posted 20 years ago2004-08-14 14:27:26 UTC
in spawning creatures? Post #50958
my "de_controlroom" is a half-life map.
hm.. im gonna rename it.
Posted 20 years ago2004-08-13 17:50:55 UTC
in spawning creatures? Post #50772
lol, cool. :nuts:
Posted 20 years ago2004-08-13 14:54:41 UTC
in Monstermakers Post #50709
Go to monster spawning topic. The answer is out there...
Posted 20 years ago2004-08-13 14:50:32 UTC
in spawning creatures? Post #50707
My current project is: De_controlroom has monstermaker entities that spawn infinite amounts of monsters and will stop spawning once you press the button again. I you download it, it will answer you question. But its currently 75% done so.. You will have to wait for a while...

But if you want to know now:

Make a entity: scroll donw and choose "monstermaker" and name it
"monster". Scroll down and you will find (monster type), (children's name), (number of monsters), (frequency) and (max live children).

1. monster type: what is the monster that is being spawned? ex. monster_ human_grunt

2. children's name: dont type anything here because it just names the monsters. (literally)

3. number of monsters: monster stock. If you want infinite type
99999999999999999 on it. (Dont worry there will be no glitch)

4. frequency: how many monster pop out at a time. (I think)

5. max live children: the name sez it all.

Make a button in you map. Right click and Press "tie to entity" then choose func_button. name your button anything. Then on the trigger part, type the name of the monstermaker. On sounds, choose anything you like that suits your taste. leavet the "delay before reset" thing.
On "delay before trigger" type 3. Then, go to the Flags tab. And check boxes: Dont move and Toggle.

AND THERE YOUR DONE!! ;)

P.S. I posted this here cuz I dont know how to post at the tutorials (if i can.)
Posted 20 years ago2004-08-12 22:04:04 UTC
in Monstermakers Post #50509
What If my map has a button, that, when I activate it, it will start the monstermaking sequence. Then when I press it again, it stops the monster making sequece. Then I press it again, and so on, and so on.

How's that possible? :
Posted 20 years ago2004-08-11 15:00:42 UTC
in When I want to run a BSP file... Post #50197
When I make a map, I save it in C:SierraHalf-Lifevalvemaps. Then when I want to run it, I took Skeeve's way.
"Using the run dialoug (my preferred method):
1. Click Start.
2. Click Run. A dialoug box will open.
3. Type:
C:SIERRAHalf-Lifehl.exe +map map_name
map_name is the name of the map you wish to run, without its .bsp extension.
4. Click OK and Half-Life will open and run your map."

I pressed start, pressed "run."

typed: C:SIERRAHalf-Lifehl.exe +map enemy_base
"enemy_base" is my map's name.

then is said: Mod load brush model: Enemy_base wrong version, then a bunch of numbers.

I made the map in valve. And all the textures are from the valve folder.

How can I fix it?