Forum posts

Posted 20 years ago2004-09-28 04:55:07 UTC
in Making the glass on a door breakable Post #62610
Did I say there was a tutorial here?

No I didn't ;)

But anyway, I read fizscy's post wrong lol.

I was thinking of non-breakable but see-thru moving glass.

PS. Yo fizscy, I am LOgan (the guy with the jungle wad)
Posted 20 years ago2004-09-28 04:51:43 UTC
in Compititions... Post #62608
Yeah, don't argue... ATTACK!!!
Posted 20 years ago2004-09-28 04:45:52 UTC
in Model download section Post #62607
It can't hurt to have your finger in every pie, and modelling is now such a major part of HL and HL2 mapping it would be a shame to pass it by.
Posted 20 years ago2004-09-28 04:44:34 UTC
in Model download section Post #62606
Perhaps it would be a good idea to start getting more people into TWHL, get ready for HL2 and get some good modellers in here.
If it shows promise (liek if there's enough people willing to start submitting - and I don't mean a shitty cube textured with a HL television tex) then I'll be happy to pay for some server space.
It can't help to have your finger in every pie, and modelling is now such a major part of HL and HL2 mapping it would be a shame to pass it by.

I know enough decent modellers to get them to submit their stuff here, but I think just a combined database of all teh models out there, just organised so that mappers can come here first without having to search throughout google to find a single model, and then having to repeat teh whoel process when teh ywant anotehr one.

I think it would bring more peopel to TWHL, could even have a tutorial section, or links to modelling tutorials and resources.

But it's all just more work, and I can appreciate why it's a pain in the ass to do, but if you're willing to think about it, I'm willing to cough up some cash for server space.
Posted 20 years ago2004-09-28 04:36:05 UTC
in TWHL SHOULD BE #1!!!!! Post #62605
did my post get deleted? lol
i can't remember what it contained, probably some profanity directed at coolfat =/
Posted 20 years ago2004-09-28 04:31:34 UTC
in Removing built in wads Post #62603
and I'm pretty sure you can't un-wadinclude. unless you have the time to really go nuts with a decompiler and PSP
Posted 20 years ago2004-09-28 04:29:48 UTC
in Sorry, but this is making no sense Post #62602
his error, surely his error was that an entity was covered in origin/clip and not attatched to anything else?

and lol @ the post spammage in this thread :0
Posted 20 years ago2004-09-28 04:06:32 UTC
in Halp Im new Post #62601
download zhlt batch compiler, there is a link in teh tutorials section, compile with that, and you shouldn't have any more problams.

:P
Posted 20 years ago2004-09-28 03:59:35 UTC
in Making the glass on a door breakable Post #62598
which is why there's a tutorial..
Posted 20 years ago2004-09-27 12:43:26 UTC
in how can i fix this sound Post #62429
another case solved by teh mighty TWHL!
Posted 20 years ago2004-09-27 12:41:28 UTC
in trigger_changelevel (again) Post #62427
looking at that i am still pretty clueless as to your problem, my answer stands, read and follow teh tutorial precisely, then apply it to your map.

make sure you get all teh info stuff spot on, as this will fuck it up badly if you don't.

if you still can't get it to work after reading teh tut's post your .rmf in the map vault, i'm sure we'll sort it out.
Posted 20 years ago2004-09-27 12:17:02 UTC
in Butcher knife model vs the ultimate mode Post #62426
do you use this one?

http://cdg.csnation.net/viewtopic.php?t=13381

great katana, and a reskin that i requested lol =) i love clan of teh dead goat =P

also... you didn't realise that was teh 1.6 knife, omg, have you been living under a rock for the last year?
can't believe you play 1.5, are there still servers?
Posted 20 years ago2004-09-27 12:09:29 UTC
in func_healthcharger with trigger_camera Post #62421
petty*

was the reason for teh double post
Posted 20 years ago2004-09-27 12:09:03 UTC
in func_healthcharger with trigger_camera Post #62419
read all teh posts, and his initial question, all teh information is covered tehre, he wants a camera to look at the player as he charges up.
that is "stuff", stop being peety, just coz you're special ;)
Posted 20 years ago2004-09-27 12:09:03 UTC
in func_healthcharger with trigger_camera Post #62420
read all teh posts, and his initial question, all teh information is covered tehre, he wants a camera to look at the player as he charges up.
that is "stuff", stop being petty, just coz you're special ;)
Posted 20 years ago2004-09-27 12:06:01 UTC
in Cameras Post #62416
i have tried to make a camera not work when you shoot it, the only thing i can think of is to get a static texture (possibly animated) and place it on a brush in front of teh trigger_camera entity, have teh statis tex on a side that teh player can't see, and tex the rest of teh brush blue, and set up it's render modes, now set it all up with a multi_manager to stop teh train from moving when teh brush based camera is destroyed. and set the render of teh static brush so that the statis side is now visible when you look through teh camera.

please god tell me there is an easier way because i can't check right now and i think this is long winded but produces a nice effect.

is there a master in the camera?

can you set teh func button to trigger anotehr func_camera when the camera brush is destroyed?

i'm pretty sure i've tried all these thigns, but that was a year ago, and i have learnt more stuff, but never went back to teh camera problem.
Posted 20 years ago2004-09-27 12:00:03 UTC
in trigger_changelevel (again) Post #62415
read teh tutorial on level changes, follow it precisely (doesn't have to be in teh same map, but follow how it's done), and you will have no problems, really, it's a very basic tutorial, and not hard to get right.

just take your time, download teh example map and keep trying, there is nothing we can say that will make it easier for you, unless you post your map in teh map vault and link to it here.
Posted 20 years ago2004-09-27 11:57:38 UTC
in trigger_hurt Post #62414
also, like i said, use func_water and have that give damage, instead of having a trigger_hurt in a func_water.
Posted 20 years ago2004-09-27 11:56:43 UTC
in trigger_hurt Post #62413
he just said he fixed it =/
Posted 20 years ago2004-09-27 10:38:52 UTC
in trigger_hurt Post #62404
Posted 20 years ago2004-09-27 10:14:03 UTC
in will someone make me a map? Post #62397
HL sp, is fun, i enjoyed it and it was defiantely a turning point in fps's but it's 6 years old, and it looks it, MOD's are merely doing new things with old technology, so therefore mods are keeping HL alive, and vice versa.

the main point should be that no mod is "better", they are different, otherwise they would be the same, and then HL would actually be the best.

everyone liek different shit, so let's agree to disagree, and i wouldn't ever have played halflife if it hadn't been for steam not letting me online.
Posted 20 years ago2004-09-27 09:55:32 UTC
in func_healthcharger with trigger_camera Post #62393
"stuff" was covered in my first post :P
Posted 20 years ago2004-09-27 09:45:20 UTC
in will someone make me a map? Post #62389
lol mephs.
way to take teh topic off track, but i agree, religion is a crock of shit and used by bad people to justify their evil actions, and used by good people to collect money for a bigger church. and a new cadillac.

also, lmfaorofl @ "Theres lots of them you know....maybe even a hundred or more!"

and i would say that the arabs are like the cs fans, tehy think theirs is best and everyone else is wrong and should be killed.

yes, cs has brought bad grammer and dumb phrases, but you can't say you've never called someone a "noob" before, or watched soemthign hilarious (granny falling down the stairs) and been tempted to say "OWNED!"
cs is a double edged dildo (ie, it'll fuck you either way)

and trapt, me comes back from the dead, spawned by a spawn_manager (ah, the beauty of HI) and removes the coding straight from your gun so you can harm no more innocent people by saying that NS is teh best MOD!

ps: HL is... so incredibly shit i can't even be bothered to waste my breath.
look at it this way: if it's such a great game, how come no-one plays it, and how come there's 280 (=P) or so MOD's out there?
Posted 20 years ago2004-09-27 09:34:17 UTC
in Guess What Post #62386
... that's a nice comment, pity he was talking about actually getting hold of teh texture pallete in the first place
Posted 20 years ago2004-09-27 09:25:55 UTC
in func_healthcharger with trigger_camera Post #62382
that's what i was trying to say jaardsi, but thanks for spelling it out for the ... special kids
Posted 20 years ago2004-09-27 07:41:00 UTC
in func_healthcharger with trigger_camera Post #62364
it would have to be a health charger, not HEV then, eitehr way.. it's all a bit ..
Posted 20 years ago2004-09-27 07:19:12 UTC
in func_healthcharger with trigger_camera Post #62360
you could have the the HEV enclosed in a trigger, and just trigger a series of hurts and camera stuff, then, turn it all off and teh player goes on his way.
Posted 20 years ago2004-09-27 07:16:59 UTC
in trigger_hurt Post #62358
master is used to turn it on/off via another entity, yes.

but why it crashes is a mystery, perhaps post the exact entity set up you used, all you should have is a large brush covering the area you want to hurt, textured with aaatrigger and set it to a trigger_hurt, set teh damage to soemthign reasonable, like 50 and that's it.

there's no secret tricks (except using a minus hurt number to give health.

you should use func_water textured with lava and set it to hurt, maybe
Posted 20 years ago2004-09-27 06:56:51 UTC
in func_healthcharger with trigger_camera Post #62351
or, have a seriosuly insane set up, of teh HEV targetting the multi, that sets up a trigger just outside teh players area, that wil trigger teh camera to turn off once teh player moves away form teh hEV, but now i'm just clutchign at straws
Posted 20 years ago2004-09-27 06:55:38 UTC
in func_healthcharger with trigger_camera Post #62348
have teh health charge trigger a multi_manager that triggers tegh camera, and then stops when you depress E, I haven't tried this so i don't know exactly how possible it is.

maybe wait for one of the mopre experienced HL mappers to come along.
Posted 20 years ago2004-09-27 06:53:15 UTC
in Can I replace model weapons... Post #62347
what has amx got to do with it, models are a client's decision, as CP stated.

to get the correct fgd to use a game_playerequip and an info_map_parameters (if you can't give the right advice, refrain form giving any), download this fgd.

and as g_kid always says putting the buyzone's (you need two, set to Team: CT and Team: T respectively) in an unreachable place in teh map is teh safest thing, as teh info map parameters doesn't work everytime.

I really need to finish that tutorial for this shit, I'm actually getting tired of answering this question =/
Posted 20 years ago2004-09-27 06:44:36 UTC
in Image posts Post #62342
33k...

:|

:

:confused:

:zonked:
Posted 20 years ago2004-09-27 06:42:26 UTC
in TWHL SHOULD BE #1!!!!! Post #62341
this site kicks ass coz people post a problem, and other people strive to answer it with as much clarity as possible. and teh problems get solved within the same day, sometimes within a few minutes, now to me, that says that this site is number 1, and noobs are what keep twhl going. there's an awful lot of noobs in this place looks at coolfat/worldcraft dude, people who are elitist, and want to punish people for not knowing information that no-one in their right mind should actually know.

i think countermap is too elitist, and that's why noobs are shy to go there and get bashed for not understanding a tutorial, personally i think some ppl need a push in teh right direction before they start understanding tutorials.

tbh, twhl is number 1 in teh hl top 200, and that's where it shoudl stay, i think teh creators and mods need a pat on teh back for what they have done, that is to create a comprehensive site filled with just about everything you need for hammer mapping.

and whatever it lacks, there's always soemone who can point you in teh right direction.
Posted 20 years ago2004-09-27 06:27:10 UTC
in Need a horror map competition Post #62339
worldcraft dude, I hate to have to say this, but the idea of a comp is not to theme it around a map you already have, but to see what you can create based on teh ideas of another.

you piss me off.
Posted 20 years ago2004-09-27 06:24:42 UTC
in will someone make me a map? Post #62338
I think he is building the jpeg pixel by pixel

and uhm, NS, well, I don't want to start a war but, well...

Ok, it's liek this, MOD's are liek religions, we all have our own favourites, and unless we all learn to get along and appreciate each otehr's beliefs, we will end up killing each other (metaphorically) and the world will end (dramatisation).

anywAy, Hostile Intent owns you all.
Posted 20 years ago2004-09-27 06:18:16 UTC
in A new mod =) Post #62337
nah, the coding always drops them like flies
Posted 20 years ago2004-09-27 06:14:58 UTC
in CS_TIMETRAVEL ;D TEH BEST MAP EVER Post #62336
Wow jaardsi, can I get the wad file, and all teh models you used, I feel a cs_timetravel_2k4_beta1 coming on..
Posted 20 years ago2004-09-27 06:09:54 UTC
in I got an idea(remade) Post #62335
where you working now CP?
Posted 20 years ago2004-09-27 06:09:00 UTC
in spawns Post #62334
create the spawns right next to each other, actually , make it so you spawn inside each other, in a big line going up, then ask a reasonable question.
Posted 20 years ago2004-09-27 06:06:27 UTC
in lockable door Post #62333
omg, wait for source? dick.. lol :P

how about a door, that is trigger only (flags),that has as it's trigger a button, and just set up some func_rotating's on a non-moving area near teh door.

look at the entrance to HalfLife, when barney opens teh door for you, this is a good example of what you need.

and seriously, source isn't the answer to all our problems, it's just going to opena whole new can of worms, ie: noobs getting totally lost in teh sheer amount of new stuff you can do.
Posted 20 years ago2004-09-27 06:01:55 UTC
in More trouble than its worth.. Post #62332
i gues he wanted to know if it was worth it, but he really didn't think it through
if i wanted to do this i'd just use a similar sound to teh ones used in train and backalley (CS), they have cars and train and planes going past at certain intervals, teh wav is just a specified sound, that starts quiet, gets loud, goes quiet again. all those ambient generics could get confusing.
Posted 20 years ago2004-09-27 05:22:55 UTC
in night map Post #62327
holy crap. what are you talking about?! this thread is over a month old! start a new thread lol!

also i can't understand your english, what languages do you speak, i may speak one of them =P

sprachen sie deutche?

francois?

espanol?

to make a map dark, use a light_environment (point entity), and set it's brightness to around 20 - 40 to get a good night-time feel, but still have things visible, if you want it really dark, then use a brightness of 1 - 10.

brightness is located under the brightness line ( I THINK) AND IT IS TEH LAST LINE OF TEH FOUR NUMBERS, EG:

(oops caps lol)

255 255 234 200 <- 200 would be teh brightness; the first three are RGB in number form
Posted 20 years ago2004-09-27 05:15:41 UTC
in Half Life steam and snow Post #62326
didn't you make an example map with snow falling?

and coolfat, i do remember having a loo0O0ng "debate" about whether r_speeds are important, you were defending the 4000 w_poly of one of your city maps, saying that only noobs cared about r_speeds.
and low and behold, now you care.
Posted 20 years ago2004-09-26 09:03:48 UTC
in -wad question Post #62154
Posted 20 years ago2004-09-26 09:01:55 UTC
in Player equipping at spawn Post #62151
np, not that it was that helpful. ;)
Posted 20 years ago2004-09-26 09:00:17 UTC
in how can i fix this sound Post #62148
by mod name etc i mean eg: halflife/valve/sounds or counterstrike/cstrike/sounds
Posted 20 years ago2004-09-26 08:59:09 UTC
in how can i fix this sound Post #62147
you can set the time before a door returns, so use a door as teh lever, have it trigger a multi_manager which triggers the sound and the purpose of the lever.
and just play around till you have the timing right.

all sounds have to be in .wav format, and they have to be "somehwere" in mod name/mod directory/sounds
it could be in a folder called yourmap_sound, or whatever.
but the path must match the one in hammer, browse to teh sound as opposed to typing it in.

make sure the sound has it's flags set to Start Silent so that it can be triggered by the multi.
Posted 20 years ago2004-09-25 03:10:56 UTC
in Half Life steam and snow Post #61812
lol, like i said.
Posted 20 years ago2004-09-25 03:05:42 UTC
in mapcycle steam dedicated server? Post #61810
so, you want a mapcycle to run normally, then you want another one to take over?

sorry but I've not seen this done without amx but! that doesn't mean it can't be done. If I were you i'd just update my mapcycle.txt file and have my map running with all teh usual stuff.
Posted 20 years ago2004-09-25 03:03:18 UTC
in -wad question Post #61809