Forum posts

Posted 14 years ago2010-07-02 15:08:39 UTC
in random error Post #282603
Thanks again guys ^_^
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 14:14:52 UTC
in func_tracktrain problem Post #282597
See if it works. I left the no user control flag on tho. If you want to be able to drive it, disable that flag.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 14:00:20 UTC
in random error Post #282595
need help with this ^, and tetsu0! killtarget is not working -.-
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 13:52:36 UTC
in func_tracktrain problem Post #282594
You said it wont move, You've enabled the "no user control" flag. That might be your problem.
I also found your rotated car problem.

Here is why it wont rotate properly: You have to change the pitch of the path_tracks. The pitch has to face towards the way you want the front of the car to face, if the next path_track is upwards on the grid, point the pitch upwards etc, make it point towards the next one, it turns appropriately to the pitch. Also change the first path_corner into path_track, corners are for func_trains not track trains.

Edit: Here, that should work for you. experiment with the pitches. I took the liberty of moving the van since it was in a tricky angle.
your map:
http://www.filefront.com/16940399/as_csos.map
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 13:03:32 UTC
in func_tracktrain problem Post #282591
dont have program to open .rar files sry :|
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 11:40:36 UTC
in func_tracktrain problem Post #282589
Uh yeah, So for path_track you need it to face pitch in the direction you want it to face and don't give it path corners just do path_tracks. Make sure your cars pitch is also facing in the direction you want it to.

If it's not moving then you have an error in your entity setup.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 11:31:45 UTC
in random error Post #282587
Cheers for the help Potatis and Tetsu0 :)

Edit: Another random question from skalses bag of random questions.

I know that I can probably kill a light_environment with a killtarget, but is it possible to turn those on / off. I want several different areas in my map to have different light_environments. For example: You spawn, normal light_environment is on and other is off. You walk around and get teleported to an arctic area, Before you do the normal light_environment which is yellow and has a pitch of -45 gets turned off and another that is white and has a pitch of 20 gets turned on. Is that possible? Or are there other ways I can recreate such an effect?
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 10:46:53 UTC
in random error Post #282583
@Tetsu0: Thanks, I was thinking about the command but I wasn't sure, Can I Kill it with the multi_manager? I'm thinking of adding a command like Kill - Entity name. That's gona work right?

@Potatis: I'm using the func_wall_toggle version but its a bit dodgey, or do you mean just create one brush and make him get stuck inside it? Does that even work?
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 09:59:06 UTC
in Skybox fail =( Post #282580
Al-right no problem, Just get the wad from a different tool.

@ Killer-Duck: The problem is an invalid SKY texture for SHLT wad. Thats all, just get a correct wad.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 09:56:25 UTC
in random error Post #282578
Ok, another 2 random questions. Figured I'd just post them in my thread again:

1. Is it possible to turn off a func_illusionary? I don't need it to turn on or off, I just want to destroy it somehow when triggered. Or perhaps a func_wall_toggle that isn't solid? Is it possible and how? Help.

2. Is there an entity way of freezing the player? Like completely upon trigger for a duration or till triggered again.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 09:15:36 UTC
in func_tracktrain problem Post #282577
well if it rotates, why don't you just fiddle with the pitch until the car is facing the direction you want it to?

Also here's a taught; The first path_corner or path_track, make sure it's facing the right way, that could be the problem.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 06:54:01 UTC
in Skybox fail =( Post #282574
I'm sorry, what's the problem? vluzacn told you the answer in the svencoop forum.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 06:49:28 UTC
in func_tracktrain problem Post #282573
put the origin brush in the middle of the truck not randomly somewhere at the face of it. That's your problem. I can see it easily from the screenshots. Remember; where origin is placed matters.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 03:00:49 UTC
in Propper! Post #282569
Grats! now go do something that matters. Jk <3
Skals SkalsLevel Designer
Posted 14 years ago2010-07-01 05:38:24 UTC
in What is your favrite Call of Duty game? Post #282542
I liked MW2 Ending and its the best cod game so far so that 1.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 16:10:51 UTC
in TWHL Weight & Height Post #282525
Oh yeah lol. You don't look over weight. The graph is inaccurate! Bad striker.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 15:03:42 UTC
in Competition 28 Post #282521
^_^ Thats good! The second part at least :D
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 13:24:47 UTC
in TWHL Weight & Height Post #282518
I'm 1 meter 73 apparently.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 12:03:46 UTC
in Competition 28 Post #282515
Yeah pretty much. I'd rather not give up on the textures since i've already spent days mapping with them.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 11:04:56 UTC
in Competition 28 Post #282513
Um, but nightwatch textures were released into the public by the guy working on the nightwatch project, Shouldn't I be able to just put his name in the credits and use them in my entry?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 11:01:50 UTC
in random error Post #282512
oh right. fail.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 10:28:52 UTC
in random error Post #282509
Tetsu0, I can't seem to get the beams to work, I seem to be doing the entity layout wrong. I've got one env_beam set up correctly with ring ticked, starting entity being train1a and ending entity being train1b both of which are non solid func_trains targeting separate first stop targets and separate ending targets which should act as if the circle is spreading out. I trigget the beam first, and then I trigger both trains at the same time. Instead of working properly the beam appears in a completely different location and doesn't even spread.

What am I doing wrong?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 08:23:49 UTC
in Competition 28 Post #282508
How do the judges feel about custom textures from nightwatch wad and custom models from svencoop?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 07:26:38 UTC
in Turnstile Weapons v3 Post #282506
Those guns are looking nice. Have fun creating them :>
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 07:24:10 UTC
in Competition 28 Post #282504
what a pain.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 05:58:33 UTC
in Competition 28 Post #282500
Is that a yes or no? are you telling me ill have to destroy my whole gunman sequence?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 04:35:49 UTC
in Competition 28 Post #282498
^ no, most of the monsters work well in game. I got the scorpion model to work very well with monster_zombie, the rustbit works with agrunt and shoots hornets from its arms like it should, and I got those tube thingies to work as houndeyes. Aligator also works.

I want to know if this is allowed for the comp though?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 04:31:23 UTC
in TWHL Weight & Height Post #282497
No idea how tall I am, But I'm 69 kilos when I'm starving, so that's about 11 stone? I'd say I'm the correct weight for a 15 year old, 16 in a month anyway.
I go to the gym fairly often, Instead of losing weight though I gain it :P
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 13:44:42 UTC
in random error Post #282478
thanks I'll try that, hope it looks good :)
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 12:41:08 UTC
in random error Post #282476
I need this for comp28 D:
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 12:17:07 UTC
in random error Post #282474
I'm pretty sure it does use the sprite, but sprites are 2d, that effect is more like a 3d additive charge. I could use a ring of lasers, but I'm not sure if I can get the same effect. Perhaps I could? I want it to move away from something in the circular fashion like the houndeye shock. Anyone have any ideas of how to do something like that?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 07:32:23 UTC
in random error Post #282469
nvm fixd :P
Edit: might as well make use of this topic then.

My question now is: Is it possible to create an effect ingame, like the sonic wave of the houndeye, but ofc without the houndeye, just an ingame effect.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 07:10:51 UTC
in func_wall turns into "world" Post #282470
If you have multiple brushes tied to func_wall at once, (or any other brush based entity) when you click the tool it ignored the entity and lets you edit each brush single handedly without forcing you to move it back to word. If you tie something to entity while using the tool the entity wont come up because of this, but it will be there once you exit the tool.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 06:16:41 UTC
in func_wall turns into "world" Post #282467
lol fail.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 05:12:42 UTC
in func_wall turns into "world" Post #282463
Weird error. Upload your rmf and ill try to fix it for you.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 17:23:19 UTC
in Competition 28 Post #282451
Gunman has a published .fgd that probably runs with hammer. We can map for it right, what's wrong with mapping for it... in hl.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 16:54:41 UTC
in Competition 28 Post #282448
I'm mapping for gold source?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 16:41:10 UTC
in Competition 28 Post #282446
Srry guys for hijacking thread!

I'm going to go back to it now:

I'm mapping a sequence of gunman right now, several of the gunman models work for hl so I'm in luck! Gonna do it in mod format.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 16:37:25 UTC
in Competition 28 Post #282444
Trolling successful.

See what I did? <3
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 16:33:34 UTC
in Competition 28 Post #282442
How do you know I wasn't referring to you failing in the comp hence it having everything todo with the compo? See what I did thar?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 16:18:51 UTC
in Competition 28 Post #282440
lol you fail.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 06:12:25 UTC
in Competition 28 Post #282434
I got the red underline thing activated now. Ty.

also:
A mini-mod format would be acceptable for entries that want to replace models. Entries containing custom code, UI (potatis), or anything besides in-game content, will be disqualified.
Models cannot be zipped into goldsrc .bsps so I have to create a mod format and according to Penguinboy it is allowed!

Edit: What makes you think that the maps will be judged like that striker? The Admins pretty much know the capabilities of both engines and they will not let an entry get a higher rating only because it looks a bit better than the other due to it being source engine based.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 03:12:20 UTC
in Post your screenshots! WIP thread Post #282432
well, Honestly, My map a dream will have a sequence where you're in the gunman universe and you have to fight some of those monsters... Hell, I even got some of them to work for this engine!
Skals SkalsLevel Designer
Posted 14 years ago2010-06-28 03:08:59 UTC
in Competition 28 Post #282431
Aw. OK I'll have to create mine in a mod format because I have some custom monster models.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-27 12:03:18 UTC
in Competition 28 Post #282401
Is It possible to include models into the bsp files? Just like we can do .wad include? It's worth asking atleast.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-27 11:08:44 UTC
in Post your screenshots! WIP thread Post #282399
No?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-27 10:38:34 UTC
in Post your screenshots! WIP thread Post #282397
User posted image
User posted image
Skals SkalsLevel Designer
Posted 14 years ago2010-06-26 17:38:48 UTC
in Compiler Tool Benchmarks (ZHLT, SHLT, VH Post #282382
noo I use SHLT x86 (SSE2) :(
btw I haven't really gotten into the VHLT thing, can you update me on that?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-26 16:35:32 UTC
in Payed Trainee Needed! Post #282379
Ubreakable, I don't think the problem is money, im pretty sure most guys around here would help you for free; It's probably more like no one around here knows 3dsmax or has time.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-26 13:53:34 UTC
in check out my video Post #282375
lol thats alot of entitys there. It's cool I guess, but whats the point? Your making the player guess a different password every time. + For replay value but - for needing to guess.
Skals SkalsLevel Designer