Forum posts

Posted 7 years ago2016-11-25 22:22:27 UTC
in Qc file and sprites. Post #332457
Muzzle flashes are displayed using events 5001 (attachment 0), 5011 (attachment 1), 5021 (attachment 2), 5031 (attachment 3).
The muzzleflash to use is determined by the event options. 0 uses muzzleflash1.spr, 1 uses muzzleflash2.spr, 2 uses muzzleflash3.spr.

The option value is moduled twice: first by 10 and then by 3, in effect constraining the value to [ -2, 2 ]. It can be negative because performing modulo on negative values produces negative values. So make sure you never use negative values there.

The scale of the sprite is encoded in the option as well. The scale is value / 10 * 0.1, so a value of 10 uses muzzleflash1.spr:
10 % 10 = 0
0 % 3 = 0
scale = 10 / 10 = 1

A value of 11 would be scale 1, muzzleflash2.spr:
11 % 10 = 1
1 % 3 = 1
11 / 10 = 1

So as a rule of thumb:
Scale * 10 + muzzleflash
So if you want a scale of 3, muzzleflash2.spr:
3 * 10 + 1 = 31
31 % 10 = 1
1 % 3 = 1
31 / 10 = 3

Scale can only be a whole number because it's converted to an integer, see R_MuzzleFlash for the function that is used. You should also be able to find the code that handles the events and passes them into R_MuzzleFlash in entity.cpp, function HUD_StudioEvent.
Posted 7 years ago2016-11-25 22:10:08 UTC
in CS Maps that change based on player coun Post #332456
CS doesn't have that entity. It barely has any monster entities to speak of, i can only find monster_mortar, monster_hevsuit_dead and monster_scientist (hostage).
Posted 7 years ago2016-11-25 12:51:55 UTC
in CS Maps that change based on player coun Post #332451
CS round restarts reset the following entities:
cycler_sprite
light
func_breakable
func_door
func_water
func_door_rotating
func_tracktrain
func_vehicle
func_train
armoury_entity
ambient_generic
env_sprite
grenade

Players are reset as well.

All item_thighpack entities are removed.

Hostages are resurrected and repositioned to where they should be at the beginning of a round.

C4 is reset as well.

If CS zone entities are found the appropriate flags are set to indicate which game mode is active.
If a func_escapezone has been found and more than 2 rounds have been played with players on the same team, the teams are swapped.
If a VIP zone is found, a new VIP is picked.

game_counter is not reset.

As a workaround, you could add a func_door with a Fire on close to a game_counter_set that resets the counter. That seems like it could work, since func_door closes itself (goes down) when it restarts.
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Posted 7 years ago2016-11-24 22:55:48 UTC
in Removing Punch Angle (Visual Recoil) fro Post #332434
I made my own fork: https://github.com/SamVanheer/HLEnhanced
Note that it goes far beyond just fixing problems, i've restructured the entire codebase to be a little easier to search through, and there are a lot of other changes as well.
Posted 7 years ago2016-11-24 22:54:45 UTC
in Half-Life Timer By Zerotech Post #332433
-sys_ticrate is the command line argument you use for that. Note that in addition to the server and client's framerate this also affects file downloads if you're not using a fast download server.
Posted 8 years ago2016-11-24 14:09:29 UTC
in Post Your Photos Post #332422
When i gave some of my old airsoft guns to my cousin i made sure to empty them so they couldn't accidentally go off and hurt someone. I thought i emptied them, then i found out one pellet fell out a while later.

You can never be sure that a weapon is unloaded and safe until it's completely disassembled and non-functional.
Posted 8 years ago2016-11-24 08:06:11 UTC
in Removing Punch Angle (Visual Recoil) fro Post #332414
You can disable the punch angle for the 357 only by removing the code that sets the angle.

This is the line that you'll need to modify: https://github.com/ValveSoftware/halflife/blob/master/cl_dll/ev_hldm.cpp#L779
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Posted 8 years ago2016-11-21 16:33:32 UTC
in Stronger monsters (more health) possible Post #332380
@Admer456: don't promote bad programming practices. If you need a modified zombie, inherit from its class and change things there, or refactor it into a shared base class.
Posted 8 years ago2016-11-21 13:50:23 UTC
in Stronger monsters (more health) possible Post #332377
I don't think people would like it if their skill.cfg for the default Half-Life install were modified for just one map.
Posted 8 years ago2016-11-20 23:30:28 UTC
in Startup videos? Post #332371
Not like it matters, these days the Steam build ID is what's used to identify versions, not the ancient patch version.
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Posted 8 years ago2016-11-18 23:11:20 UTC
in Startup videos? Post #332334
I just tried that with my mod under Steam and it didn't work. I'm using the avi files from the old WON HL install, version 1.1.0.8. I didn't specify any launch options.
Posted 8 years ago2016-11-18 19:05:01 UTC
in Startup videos? Post #332331
These days the Steam version is considered vanilla. WON is too old and has a lot of bugs that were fixed in the Steam version.

I looked around both the launcher and the engine and found nothing indicating that videos could be played on startup.
Posted 8 years ago2016-11-18 15:32:51 UTC
in Startup videos? Post #332328
I searched through all relevant engine libraries and couldn't find anything referring to avi files, startupvids or -novid, with the exception of the launcher setting the -novid parameter when restarting.

I did find this: https://developer.valvesoftware.com/wiki/Startup_Videos

I think that's what you were referring to.
Posted 8 years ago2016-11-18 10:14:55 UTC
in Startup videos? Post #332325
I checked to see how the game used to play those videos, it was handled by hl.exe but it doesn't appear to have that code anymore in the Steam version.
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Posted 8 years ago2016-11-13 17:43:29 UTC
in Competition 34: HL Re-Imagined Post #332268
Why not make it a mashup? All of the above maps jammed into one big map.
Posted 8 years ago2016-11-12 19:33:00 UTC
in Post your screenshots! WIP thread Post #332256
Fog is partially functional in Sven Co-op, see this for more information: https://sites.google.com/site/svenmanor/entguide/env_fog
Posted 8 years ago2016-11-10 16:38:09 UTC
in How to disable 2 trigger_relay's running Post #332243
func_button is normally solid, but you can set it to trigger if touched.
Posted 8 years ago2016-11-10 15:15:42 UTC
in How to disable 2 trigger_relay's running Post #332241
func_button can be used for this, just make sure players can't +use the brush it's tied to.
Posted 8 years ago2016-11-10 14:21:19 UTC
in How to disable 2 trigger_relay's running Post #332239
You could use a master to control activation. You'll have to route your relays through an entity that supports masters for this to work though.
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Posted 8 years ago2016-11-04 13:53:57 UTC
in Competition 34: HL Re-Imagined Post #332197
If using your own mod is allowed i can win this by just making my own entities :P
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Posted 8 years ago2016-10-31 08:44:19 UTC
in Decal placement on the fly Post #332169
If you name an infodecal it will be applied when triggered. You can't remove the decals though, they're there to stay.

As Jessie said, the solution that Dallas provided is better.
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Posted 8 years ago2016-10-23 15:52:16 UTC
in Monstermakers doubt.. Post #332104
m_cSpawnedChildren should be set to 0 in Spawn since it tracks how many children have been spawned for the current group.

It'll stop it from spawning more monsters until all monsters in the current group have died.

In the SDK the spawnflags for monstermaker are defined in monstermaker.cpp, so you can put it there.
Posted 8 years ago2016-10-22 20:54:56 UTC
in Monstermakers doubt.. Post #332098
The frequency controls how often it checks to see if it can spawn another monster. If Max live children is set, then if there are fewer than that number alive it will spawn another monster. Otherwise, it will check again in frequency seconds. If Max live children is not set, it will spawn another monster every frequency seconds.

Note that frequency only applies if toggle use behavior is enabled (meaning cyclic mode is disabled).

You could add a flag that tells it to only start spawning monsters again if all monsters have died.

To do that i'd keep track of how many monsters have been spawned since the last time all of them have died. Once that number equals Max live children and m_cLiveChildren is 0, you'll know that all children have died. You can then reset the spawned monsters counter and start over.

Something like this in CMonsterMaker::MakeMonster:
[code]
if( m_iMaxLiveChildren > 0 )
{
	if( FBitSet( pev->spawnflags, SF_MONSTERMAKER_GROUPED ) )
	{
		if( m_cSpawnedChildren >= m_iMaxLiveChildren )
		{
			if( m_cLiveChildren > 0 )
			{
				//Not all children have been spawned or died yet, so don't allow spawning.
				return;
			}
			//All children have been spawned and have died.
			m_cSpawnedChildren = 0;
		}
	}
	if ( m_cLiveChildren >= m_iMaxLiveChildren )
	{// not allowed to make a new one yet. Too many live ones out right now.
		return;
	}
}
[/code]

SF_MONSTERMAKER_GROUPED is the flag that controls this behavior. I'm using the term grouped to mean spawning monsters in groups of m_cMaxLiveChildren.

m_cSpawnedChildren should be incremented later in the method to track monster spawns.
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