Forum posts

Posted 17 years ago2006-10-18 20:06:09 UTC
in Rotating beams? Post #200057
Here's a good list of
sprites with pictures.
Posted 18 years ago2006-10-18 08:06:53 UTC
in Rotating beams? Post #199971
Posted 18 years ago2006-10-18 07:53:11 UTC
in The corrupt wish Post #199969
granted, but you also become as old as they are!

I wish source and HL1 mappers could get along.
Posted 18 years ago2006-10-15 20:51:25 UTC
in Competition 22 Post #199790
I agree. I'm willing to do my part to get the results out quickly.
Posted 18 years ago2006-10-12 08:01:13 UTC
in The corrupt wish Post #199369
Granted: but you become so proud that no one could corrupt your wish that you break your arm patting yourself on the back. :biggrin:

I wish episode 1 was free.
Posted 18 years ago2006-10-10 07:45:33 UTC
in Competition 22 Post #199146
I like it. Good idea allowing both, and splitting the judging. I was wondering how we would keep everyone happy. Nice!
Posted 18 years ago2006-10-08 19:23:51 UTC
in Competition 22 Post #199009
I can judge source maps. Seventh should have the final say whether we open it up to HL1 and HL2. Maybe we could set up a poll to let the members vote on it or something.
Posted 18 years ago2006-10-08 17:53:21 UTC
in Competition 22 Post #198986
We'd have to see what Seventh-Monkey says, but I'd be agreeable to at least discussing opening it up to HL1 and HL2.
Posted 18 years ago2006-10-08 17:46:05 UTC
in Competition 22 Post #198984
Since I made you all laugh in Minimicus and HLywood, I figured it's your turn to make me laugh. :biggrin: I'm looking forward to what you guys come up with.
Posted 18 years ago2006-10-04 19:43:44 UTC
in Info_Node Problem Post #198546
The "node graph out of date" will always happen during the first time you run the map. It isn't an error, it is placing a nodemap file in the graphs folder. It won't appear again when you play the map again after the first time without recompiling. The multicolored sparkles are telling you that you have nodes that can't 'see' any other nodes. - There is architecture probably blocking them. In game, typing impulse 197 will show the node connections to the nodes nearest to you.
Posted 18 years ago2006-09-16 23:06:37 UTC
in Can't shut up this fu----.... Post #196746
Use a monster_maker to spawn them in when you need them. Then they don't make noise until they're spawned.
Posted 18 years ago2006-09-16 09:53:58 UTC
in Hammer crashes when compiling Post #196637
2gig is plenty of ram. I wonder if something else could be hogging the ram or the cpu. Let the compile run for an hour and see what happens. You'll hear some horror stories of compiles taking 24 hours, or more. It doesn't seem like this is a problem with hammer, but who knows.
Posted 18 years ago2006-09-16 09:29:25 UTC
in Hammer crashes when compiling Post #196630
It looks like it crashed, but it's really still compiling. The compile process has used up all available RAM and is now paging to the hard drive; which slows your PC (and the compile) to a crawl. Let it run and it will finish eventually. Free up all available RAM before starting...using a batch compiler will allow you to compile without having hammer running and will help. Some of the other members have info on batch compilers, I'm sure they will respond here also.
Posted 18 years ago2006-09-14 18:48:02 UTC
in How Do I Get This to Go Away??? Post #196527
I can't recreate this problem in hammer. If I miss the vertices, I can just click and drag again to include what I need. Try Hitting Esc.
Posted 18 years ago2006-08-11 19:35:14 UTC
in Headcrab Navigation Post #193153
How about using trigger_push brushes to move them?
Posted 18 years ago2006-07-12 07:44:16 UTC
in env_beam trials and tribulations Post #189783
The path corners need to be vertical to each other if you want the ring to stand vertical. Or horizontal if you want the ring to lay flat. Then you need to play with the positioning of the func_trains to get the ring to face the proper way. Use the rotate tool to change the postion of the trains in the rmf, not the entity properties. The entity rotate properties cause the train to rotate in game, that's not what you want.
Posted 18 years ago2006-07-11 20:54:02 UTC
in env_beam trials and tribulations Post #189750
This is going to sound strange, but I tried it and it worked. Select both your trains at once and rotate them 90 degrees to change the angle of the ring beam. Wierd, but true. It seems that the starting position of the trains in the rmf affects the way the ring faces.
Posted 18 years ago2006-07-10 21:53:57 UTC
in env_beam trials and tribulations Post #189584
Change the positioning of your path corners to control the way the beam ring is facing.
Posted 18 years ago2006-06-30 20:02:08 UTC
in Multi-manager? Post #187688
Trigger the sound again within the same multimanager to turn it off.
Posted 18 years ago2006-06-25 09:16:12 UTC
in is there a reason? Post #186815
This just in from rowleybob:
I believe the correct answer is that there?re no armoury entities for the Galil or the FAMAS.

You can however simulate this by using a cycler for each weapon's p_modelname.mdl, a trigger around the vicinity of the model targeting a game_player_equip to "give" the weapon, and then something like a env_render to make the cycler disappear.
Posted 18 years ago2006-06-24 20:18:20 UTC
in Time Delayed Teleport Post #186758
Thanks Elon! Glad the old example maps are still being used. I even used one by muzzleflash to help with 'Orb'.
Posted 18 years ago2006-05-15 07:56:30 UTC
in Competition 20 Post #180165
There are some funny things I will talk about once we are done with the judging.
Kasperg, after the judging, don't forget to tell us about this.

I looked at the entries that were posted in the vault. I really think everybody did an awesome job. It was cool to see all the different ways the basemap was interpreted. And, just a thought, it looks like the next compo should be a splash-screen compo, you guys are good!
Posted 18 years ago2006-05-13 17:31:00 UTC
in Competition 20 Post #179832
I'm finally in. A month of mapping for 2 minutes worth of destruction... Now I'll go check out those entries who posted in the map vault!
Posted 18 years ago2006-05-09 20:17:57 UTC
in Competition 20 Post #179243
I've been here the whole time, don't know what interlopers is. So far, I'm having a blast with this compo idea. I'll barely make the deadline tho. Does anyone know what time the compo ends on the 13th? I'll be mapping furiously to make it.
Posted 18 years ago2006-05-06 11:03:57 UTC
in Compile error! Post #178683
Something is wrong with your parameters. Your hlcsg.exe is looking for a map called hammerMAPSaim_crazyjump_2006.map. Somehow the word 'maps' is getting inserted into the beginning of your mapname. If it helps, my parameter in hlcsg.exe looks like this: $path$file
Posted 18 years ago2006-04-30 20:27:25 UTC
in Competition 20 Post #177587
I have been interested in (and mapping for) this compo from the day it was announced. I'm in. It seems to me there's plenty of freedom to decide how to destroy the map. It will be good to see the different entries.
Posted 18 years ago2006-04-29 15:42:54 UTC
in Weirdest glitch ever... Post #177365
Maybe Gordon has bad breath. :biggrin:
Posted 18 years ago2006-03-21 21:54:25 UTC
in Level Change Problem Post #170132
Ok, that gives us more information to work with. I like the crowbar in the pic BTW. Since nothing happens at all after the door closes, let's assume the fire on close isn't working. To test this, use killer1102's suggestion above, but you'll need to move the trigger_changelevel up into the corridor. If, once again, nothing happens when the player touches the trigger_changelevel, then the problem is with your changelevel setup.
Posted 18 years ago2006-03-20 22:55:03 UTC
in Level Change Problem Post #169867
One thing to remeber is that the level changes don't work when you open a level from a hammer compile. You have to close hammer and open the level in HL. If that's not it, tell us exactly what happens when you try the level change. Do you get an error, does HL crash, does the level change, but the doors are set wrong? The more info you can give, the easier it will be for us to help.
Posted 18 years ago2006-03-05 21:34:58 UTC
in scripted_sequences not working Post #166608
It helped me to determine that Tetsu0's gman sentences were actually missing. Let us know if the new sentences.txt fixed the problem.
Posted 18 years ago2006-03-05 10:22:44 UTC
in scripted_sequences not working Post #166511
The sentences.txt file is located in your Pak0.pak file. You'd need to unpak it using one of the pak explorers available. I also uploaded a zipped copy of sentences.txt into the problem maps section. Place it into your mods' sound folder and HL will look there first. Let me know when you've downloaded the file so I can delete it out of there. Hope that helps.
Posted 18 years ago2006-03-05 00:02:47 UTC
in scripted_sequences not working Post #166424
You can make the gman talk. The Gman sentences are in the sentences.txt file at the very bottom. If they are missing in your sentences.txt, that is the problem. When they are there, you would use a scripted_sentence to make him talk. Your trigger_once should target the scripted_sentence. Speaker type is gman (or the name you gave him) Sentence name is !GM_SUIT (or whichever sentence you choose). You are so close, don't quit now. :biggrin:
Posted 18 years ago2006-02-04 12:42:37 UTC
in env_beam Post #161445
For ring to work, env_beam requires two entities containing origin_brushes. Check out LDSF in the 'fun with lasers' competition. The download includes the rmf and has extensive env_beam rings. ;)
Posted 18 years ago2005-12-12 22:39:59 UTC
in level change Post #151971
Are both maps identical in the place where the level change happens? The monsters change levels with you. If the areas aren't identical, the monsters end up in the void after the first level change. Then they fall away and won't make the trip when you go back to the other level. One way to get around this is to teleport the player to a hidden area away from the monsters and then do the level change. You'd have to do it in both maps so it gets tricky, but it can be done. I'll stop now before I confuse things worse. :nuts:
Posted 18 years ago2005-12-07 13:56:15 UTC
in might sound dumb but... Post #150903
You need to put -console in the properties of your HL shortcut. Like this:
C:SIERRAHalf-Lifehl.exe -console
Then start HL and you should see 'console' in the menu. You can access the console in game using the tilde key (~).
Posted 18 years ago2005-11-14 21:24:21 UTC
in holding buttons Post #147176
You could probably use func_rot_button for this.
Posted 18 years ago2005-10-25 22:03:18 UTC
in Strange yellow spores... Post #143753
You can also get the monster-stuck-in-wall error by placing the grunt partially over the edge of the hole. I know it sounds weird; you can test it by putting a grunt on the edge of a pedestal that's nowhere near a wall. He will still get the yellow dots. So can you fit your grunt somewhere between the wall and the edge of the hole? That would fix it, if there's room. You only need a little space on each side.
Posted 19 years ago2005-08-23 21:05:11 UTC
in Another Osprey Problem Post #129330
Did you target the osprey's first path corner? You can put the name of the first path corner in the target field of the monster_osprey.
Posted 19 years ago2005-08-02 11:12:58 UTC
in unusual problem Post #125367
If copying and pasting fixes the problem, I say go for it. I don't think it will work in this case. The strange thing I notice in the compile log above (and in mine when the problem occurred) is when hammer gets confused, it causes windows to give misleading error messages. This one is a classic, the error is that everything worked successfully! :quizzical: It's easy enough to re-browse to the correct configuration in hammer just to be sure it's entered correctly. This is what fixed the problem for me. I'll be interested to hear what does fix 38_98's problem.
Posted 19 years ago2005-08-02 06:02:10 UTC
in unusual problem Post #125303
I think I can help with your second compile log problem. I just had a similar error recently. Windows returned the error "access is denied." The actual error message doesn't help at all. I was able to fix it when I double checked the build program locations in hammer. Somehow, hammer was not looking in the right place for them. When I re-browsed all of them to the correct locations, the problem was solved. Since you've recently altered ZHLT, perhaps that's what's happening. As for your original problem, my suggestion is to delete any references to cystal in your valve/maps folder and try re-compiling, that way everything is fresh. Obviously, don't delete your cystal.rmf file if it is in there. ;)
Posted 19 years ago2005-08-01 23:43:42 UTC
in Spawning repels Post #125262
I tried setting up the monstermaker as you described. It also did not work for me. However, when I changed the monstermaker into an actual monster_grunt_repel, it worked perfectly. He was not visible until the multimanager triggered him. Also, the strange particles you see from your info_node are because that node can't see any other nodes. Since there is only one node, placing another info_node nearby will solve that problem.
Posted 19 years ago2005-07-11 22:18:30 UTC
in Controlling Monstermakers Post #120374
The solution to this complicated. You won't actually use a monstermaker for your first wave, have your real monsters kept in a separate place and teleport them in. That gives you the ability to use their trigger condition...except you can't use the trigger condition to target a multisource. (I told you the solution was complicated) So you have to make each trigger condition target a hidden button that targets a multisource. When all the monsters from the first wave have died, all the hidden buttons have been targetted and the multisource targets your second wave monstermaker. Take a look at the rmf for LDSF in the Laser fun competition. The grunts are teleported in; when you have killed all the grunts (in any order) the ending sequence is triggered.
Posted 19 years ago2005-06-08 21:35:19 UTC
in Tele Problems Post #113340
You need an env_global and multisource combination. The env_global will control the multisource which will be the master for yout teleport. The multimanager will need to target the env_global for each time you want to toggle the teleport on or off. Set it up like this:
For the env_global
Name = telglobal
Global state to set = teleport1
Trigger mode = toggle
Initial state = off
Tick flag for 'set initial state'

For the multisource
Name = telsource1
Target = blank (nothing)
Global State Master = teleport1

In the multimanager, target the env_global (telglobal) once to turn it on and target it again to turn it off.
Very important....You must also place the name of the multisource (telsource1) in the 'Master' property of your trigger_teleport. Don't use any capital letters in any of the fields. Sounds complicated, but take it step by step and you'll have it working perfectly.
Posted 19 years ago2005-05-26 21:33:53 UTC
in Rats Map Post #111078
Thanks for the compliment Daubster!! In MINIMICUS I scaled up 3x. If you build your room normal size first, you can select the whole thing and scale it up (Ctrl+M) when you're done. The textures scale up right with the selection. Just be sure to use textured lighting, because point lights are a bitch to scale correctly.
Posted 19 years ago2005-05-22 10:04:51 UTC
in Make Sure The Sprite Is Off! Post #110511
I found it in 10 seconds. It's called "Resetting entities at the start of every round". I'm not going to direct link it either. Otherwise you'll never learn to use your mouse. ;)
Posted 19 years ago2005-05-18 17:35:12 UTC
in Sound Through Walls Post #110032
Just e-mail them for their permission. Tell them why you need to modify it. Be sure to mention what a fantastic prefab it is and that it will make all the difference in your map. ;)
Posted 19 years ago2005-05-13 10:47:01 UTC
in Map Something Unique comments [closed] Post #109176
Thanks Seventh! I completely agree with your notes. You were even too kind in some areas. ;)
Posted 19 years ago2005-05-12 21:01:29 UTC
in Map Something Unique comments [closed] Post #109115
I'd like to see your notes for mine. Publicly or privately, doesn't matter to me. Hopefully you didn't trash it too bad... :confused:
Posted 19 years ago2005-05-06 09:58:36 UTC
in A ring made out of Env_Beam Post #107744
I downloaded the example map from the lasers tutorial and it worked perfectly. Elon, you should upgrade to the latest version of Half-life; perhaps that's the problem.
Posted 19 years ago2005-05-05 17:28:59 UTC
in A ring made out of Env_Beam Post #107673
Are you mapping for HL or something else?