Forum posts

Posted 19 years ago2005-05-05 05:54:37 UTC
in Glass Pieces Post #107537
i think it's to do with the size of ur window. if not then its one of the sensitivity values.. i dont have hammer available right now coz im in college n my memory is terrible. when i made a really big window i "fit" the glass texture to it and when i shot it the holes were massive. if ur windows are bigger than avarage windows then try making them smaller.. if they aren't big then try messing with the values. soz i cnt be a huge help rite now.
Posted 19 years ago2005-05-05 05:50:59 UTC
in Env_Beam shooting the player Post #107534
best bet is to set the target in the location that the player is. you'll have to make sure that the player is standing there...or just widen the beam so it would be bound to hit. i dont think u can target the player coz its not an entity?
Posted 19 years ago2005-05-05 05:44:14 UTC
in Glass Pieces Post #107532
what entity are u using? func_breakable or func_breakable_surf?
Posted 19 years ago2005-05-05 05:43:07 UTC
in Tutorials? Post #107529
thats cool, he shdnt show up again. if he does ill bitch slap him :P
Posted 19 years ago2005-05-05 05:36:58 UTC
in Tutorials? Post #107526
shall do ;)

oh btw anthony im really sorry about that deano spamone dude that was spamming yesterday.. he took the link from my pc and decided to spam :(
Posted 19 years ago2005-05-05 05:33:47 UTC
in Tutorials? Post #107524
oh its a map by the way :zonked:
Posted 19 years ago2005-05-05 05:32:51 UTC
in Tutorials? Post #107523
I'm working on choreo examples that include some choreo scenes from half life 2 (not the locations just the actual character sentences and interactions). I originaly started making it to understand the choreos better but having gotten a fair bit better at them i decided to expand it from just one choreo scene to several types of character speeches and scenes in different rooms to help out my fellow mappers for the mod we're planning. if any one wants to have a look ill let u know when its finished. give me time coz i only get to work on it at the weekends.
Posted 19 years ago2005-05-05 05:24:51 UTC
in prop_vehicle_jeep Disapearance Post #107521
a lot of entites give u the ability to pick what model to display.. if u dont define one then its just not gona show up. check the values n see if theres a value called "world model" if there is, click "browse" and pick the buggy, its in the root folder.
Posted 19 years ago2005-05-05 05:22:41 UTC
in Trigger Console Commands? Post #107520
in that case my info was worthless to u : sowwie
Posted 19 years ago2005-05-05 05:20:34 UTC
in Trigger Console Commands? Post #107516
i thought there was an entity for console commands? i cant remember wat it's called (i have never used it so i'm only guessing that its what it does) if not then just use what anthony says by using the "bind" command in the console.

example: "bullet time"

bind key "bullettime" "key" being whatever key u want

theres more to setting bullet time because u have to set the timescale for when the key is pressed and the timescale to revert to when u let go of the key but thats not the issue here :P
Posted 19 years ago2005-05-05 05:06:30 UTC
in prop_vehicle_jeep Disapearance Post #107509
do u have to define the world model?
Posted 19 years ago2005-05-05 05:01:38 UTC
in HL?:raising the bar Post #107507
Posted 19 years ago2005-05-05 04:55:15 UTC
in HL?:raising the bar Post #107504
i know its available on amazon coz thats where my mate got it from
Posted 19 years ago2005-05-04 08:37:42 UTC
in HL?:raising the bar Post #107320
i advise u guys 2 buy this book. its amazing. it tells u what the original ideas were for the game, city 17 and so forth. the pictures are amazing and when u look at the comparisons between the people who posed for the characters and the actual characters, there are hardly any differences. makes u respect valves effort a lot more.
Posted 19 years ago2005-05-04 07:43:20 UTC
in Run??? Post #107289
cough aiscripted_schedule cough
Posted 19 years ago2005-05-04 05:43:33 UTC
in Trains in CS:S Post #107251
or u could do that of course :D
Posted 19 years ago2005-05-04 05:39:13 UTC
in Trains in CS:S Post #107248
func_door :P
Posted 19 years ago2005-05-04 05:24:15 UTC
in More trigger problems Post #107246
i think i figured it out dude.. 4get what i said, u need an "aiscripted_schedule" entity. I found it in the prefabs for a scanner, the scripted schedule tells them how they should move to the path corners (walk, run etc..)
Posted 19 years ago2005-05-04 05:21:07 UTC
in monitor rendering Post #107245
thats what i needed. nice one
Posted 19 years ago2005-04-28 07:10:50 UTC
in cs:s bots problem... Post #106242
soz to keep picking on old topics that peepz have probz already sorted out but incase u havent...

load ur map and open the console. Type : "Nav" and a list of different nav commands come up (that ur probably already aware of) u can set different navigation types wherever ur standing, stick the appropriate ones where u want them then generate ur navigation mesh again, shud work. If it doesn't then i'm talkin complete testicles and should spend more time proving it before attemptin 2 help :

hmm.. bitching about myself?? wait..thats ur job :P
Posted 19 years ago2005-04-28 06:58:23 UTC
in More trigger problems Post #106240
i haven't used path_corners much yet, ground NPC's are the last thing on my to-do list, i know with Path_track's u set the speed of the npc in the values, if it's 0 then it won't change the NPC's speed, meanin if it's not initialy moving then it's gona stay still even when told to move. try settin the speed of the path_corner and having it start disabled, then add an output from ur NPC so that when it wakes that the path_corner is activated. Not guaranteed to work but it seems logical.
Posted 19 years ago2005-04-28 06:44:16 UTC
in model skinning Post #106238
i would guess that you have to use XSI, and by "have to" i mean its best to. It's free to download and make models but i think u have 2 buy it to export them. costs a bomb if u want to buy it the software though.
Posted 19 years ago2005-04-28 05:22:25 UTC
in monitor rendering Post #106232
when it comes to monitors i can get it to display but only as if it were a combine monitor with pretty bad visibility as if there was interference (not an error..how it's sposed 2 look) wat i wana no is how do u make it clear like breen monitors? i'm guessing it's a render mode but what does what?
Posted 19 years ago2005-04-22 07:05:10 UTC
in Proppa Story #1 - The Beginning [closed] Post #105263
...And so they started firing.

under the pressure Jeffrey got so scared that his anal muscles relaxed and let loose 2 months of built up crap, so much infact, that it created a mountain beneath his feet which was tall enough to raise him above the cops bullets.

"I said waste him not make him waste!" shouted the cop
Posted 19 years ago2005-04-22 06:18:42 UTC
in need real zombie model Post #105259
i know that if you use Monster_generic and use the "Classic Zombie" under the Zombie folder as the model it creates a zombie without the headcrab. It can move but i don't know if you can make it attack.
Posted 19 years ago2005-04-22 06:06:08 UTC
in Npc, why to die ? Post #105258
oh P.S using this method makes most bullets go through the NPC, meanin he wont bleed if u shoot him. i think bugbait and the crowbar will hit it but they don't do damage.
Posted 19 years ago2005-04-22 06:02:51 UTC
in Npc, why to die ? Post #105257
use a filter_damage_type entity, set the filter mode value to "allow entities that match criteria" (should be default anyway) and set the "damage type" type to something you don't have in your map like "chemical" then link the NPC's "damage type" value to the filter entity (you'll have to give it a name). This stops anything but chemicals hurting the NPC. he's not quite almighty, but as far as the player is concerned he is. :)
Posted 19 years ago2005-04-21 08:22:26 UTC
in SKYBOX request for all Post #105111
theres a prefabricated skybox under "prefabs" (drop down menu available with the "entity tool") if you desporately want a skybox. if u dont then i dont understand why u posted this topic.
Posted 19 years ago2005-04-21 07:27:19 UTC
in bsp isnt being created Post #105101
I know this might sound like the obvious and u probz might think that im callin u newbie mapper but have u run the BSP in the compile options?

If u have then the only solution i can think of is that ur .VMF file isn't in the same directory as ur .BSP i encountered problems when i was sending my .VMF back and forth over a network without the .BSP and compiled it once on each computer. This seriously screwed up my map and it kept reverting to the old .BSP without making a new one. I'm not much of an expert when it comes to understanding code issues, thats all i can think of dude.