Forum posts

Posted 7 years ago2016-12-25 21:48:16 UTC
in game_player_equip Post #332852
Setting the flag "USE only" in the equip entity worked perfectly
Posted 7 years ago2016-12-24 20:57:16 UTC
in game_player_equip Post #332849
Thanks, I will give that a try. I appreciate your time!
Posted 7 years ago2016-12-24 19:00:00 UTC
in game_player_equip Post #332844
There is only one entity... it is the game_payer_equip and since I named it game_playerspawn, it applies to the client every time they respawn. I didn't place anything at the actual spawns or near the actual info_player_deathmatch entities and I didn't modify an entity.
Posted 7 years ago2016-12-24 17:45:24 UTC
in game_player_equip Post #332840
I created a game_player_equip entity and gave it the name game_player_spawn so it will give weapons every time a player spawns.

The weapons are available upon spawn but a pile of weapons is seen on the ground where the player spawned. How do i prevent that?

Entries in the game_player_equip look like this:

key: weapon_shotgun
value:1

key: weapon_crossbow
value: 1

key: ammo_crossbow
value: 1

there are more but value is always 1 and no duplicates
Posted 8 years ago2016-02-02 13:17:30 UTC
in Func-tank for turret Post #328634
Apparently it isn't that simple and there is more to it. I will keep looking and messing with it. Thank you for your help!
Posted 8 years ago2016-02-02 01:43:41 UTC
in Func-tank for turret Post #328630
The links for tutorials online are all broken. Do you know of a tutorial for a simple turret gun in source? or can you walk me through building one? Or provide a vmf with one in it?
Posted 8 years ago2016-02-01 16:33:48 UTC
in Func-tank for turret Post #328614
That is for the source engine? Also, I just want a simple turret that the client can control either with a button or trigger. I'm really confused with the func_tank in source engine.

Thanks
Posted 8 years ago2016-01-31 21:43:05 UTC
in Func-tank for turret Post #328600
I want to make a brushed based turret func-tank lime in goldsrc. Is there a tutorial for this?
Posted 8 years ago2016-01-26 03:43:44 UTC
in Enhanced halflife engine? Post #328495
I looked at the differences and it looks like almost all of the entities are obsolete for source to include the multi-managers which would require a lot of work and research to get swapped over. Think if I do that, I would do it for blackmesa source. Would be a lot of work but it might be worth it. Also, unfortunately, there isn't a lot of custom maps available for BMS yet :(
Posted 8 years ago2016-01-25 21:56:54 UTC
in Enhanced halflife engine? Post #328492
I haven't taken a look at that. Will my goldsrc maps work on that and will my bigger maps perform better?

Thanks!
Posted 8 years ago2016-01-25 18:07:32 UTC
in Enhanced halflife engine? Post #328490
Is there anything available for download that would allow me to play halflife deathmatch with more of an enhanced halflife engine capability like the new sven coop? I would use sven coop if it allowed for playing a normal deathmatch gamemode but it doesn't. I can't code so I can't tweak anything. I need bigger map capability and maybe bigger textures options to run some of the bigger maps I've made for lan use.

I could port my maps to black mesa source to get a similar gaming experience comparable to hl1 deathmatch but that would be a lot of work and I enjoy playing many other custom maps.

Thanks!
Posted 8 years ago2016-01-06 19:29:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328115
Is sledgehammer still in active development?
Posted 8 years ago2016-01-06 16:30:51 UTC
in Jackhammer Compile Config Post #328112
I use jackhammer. It's a good alternative to hammer and has some great new features. Built in compiler works like hammer and has latest Vulcan zhlt included. Just follow basic compile tutorials for hammer. Don't see why there would be much difference.