Forum posts

Posted 17 years ago2006-11-30 14:22:12 UTC
in Banned!? Post #204595
I've been banned from a Halo server for throwing grenades in a hallway right next to our spawn, pernament.
I don't think i've been banned somewhere else other than that.
Posted 17 years ago2006-11-29 10:51:25 UTC
in fog not helping with optimisation Post #204422
You need to set primary and secondary fog color to 0 0 0 (black) to make it fade to black.
Posted 17 years ago2006-11-28 14:36:02 UTC
in Zoner's Tools Post #204348
www.zhlt.info is the official website as far as i know.
Posted 17 years ago2006-11-26 12:53:27 UTC
in HL2 DM Question... Post #204145
I think you need to use game_player_equip for that.
Posted 17 years ago2006-11-25 09:26:26 UTC
in fog not helping with optimisation Post #204015
Unless you set a Z clip falloff, it's not gonig to improve the FPS-rate at all, and if you don't fully compile it won't have any effect either.
Posted 17 years ago2006-11-23 12:26:55 UTC
in Is a fountain possible is source? Post #203782
A series of brushes with an animated texture is the most simple way.
Posted 17 years ago2006-11-23 12:24:09 UTC
in Help a new mapper? Post #203781
Some people decompile the map and change it, but usually it's impossible to get an exact copy without errors.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-21 14:13:53 UTC
in Spawn controller? Is it possible? Post #203546
I think you can move any entity with logic_measure_movement (http://developer.valvesoftware.com/wiki/Logic_measure_movement).
Just have the Target and MeasureReference value say info_player_start, and all of them should move with the entity to measure movement from(MeasureTarget).
Posted 17 years ago2006-11-20 15:07:19 UTC
in What was your first map like? Post #203381
My first map was a CS: S map, i tried out hammer because i didn't have fast enough internet back then. In one week i built a map that had 2 floors, a roof, a boat, lots of water, and a large bridge.
It took 15 minutes to compile, even after tieing the whole thing to func_detail.
It looks like crap, even after improving it. The boat was made out of 2 func_physbox'es, they always sunk into the water. I even parented them to eachother (error).
Posted 17 years ago2006-11-15 16:23:57 UTC
in Holiday Avatar's Post #202826
I made a new avatar with hat, but i can't upload it. Damn you, internet.
Posted 17 years ago2006-11-14 16:50:24 UTC
in trigger_push Post #202729
Models are not solid when placed ingame, you need to add a clip brush around it.
Posted 17 years ago2006-11-13 14:33:28 UTC
in Source Experiments Post #202628
I wonder if it would also scale the player, and did you use scale instead of rotate?
Posted 17 years ago2006-11-13 14:30:53 UTC
in trigger_push Post #202627
The compile takes a long time because you didn't make anything complex a func_wall.
Posted 17 years ago2006-11-13 14:29:21 UTC
in Making a 2-way box level change Post #202626
If you name a door it can only be triggered open, don't name it and it'll always open when you touch it.
Posted 17 years ago2006-11-12 10:27:11 UTC
in trigger_push Post #202534
The reason the blue parts appear ingame is because you didn't tie them to a func_wall and set the render properties properly.
Render mode: Solid
Render amount: 255
Posted 17 years ago2006-11-12 10:21:50 UTC
in [CS 1.6] Hammer 3.5 help Post #202533
Are you sure it's a hollow room, not just a single brush you created?
Posted 17 years ago2006-11-11 14:36:48 UTC
in Need Coders Help!!! Post #202483
I had that error with the HL2 SDK, you need to download and install 2 files (large ones) and set up VS 2005's paths correctly.
Posted 17 years ago2006-11-09 15:43:51 UTC
in trigger_push Post #202353
There's a leak somewhere in the map, check the compile log.
Posted 17 years ago2006-11-09 15:43:13 UTC
in My func_train not behaving itself... Post #202352
Place the origin brush at the center of the train.
Posted 17 years ago2006-11-08 11:16:56 UTC
in Blurry Entities... Post #202274
I'll check it right away.
Nope, 6 minutes and it maximised properly, i do have 1 gb of RAM though.
Posted 17 years ago2006-11-08 10:19:34 UTC
in Blurry Entities... Post #202270
That's all old news to me. The entity descriptions being blurry is caused by an old update, where all materials were rendered at lower dx levels, no way to fix.
I asked for the ability to choose dx levels and other options like in HL2, so far nobody responed.
Posted 17 years ago2006-11-07 14:04:48 UTC
in Rotating Room Post #202212
That's the carve error, unavoidable.
Posted 17 years ago2006-11-06 14:45:09 UTC
in Rotating Room Post #202078
You didn't use carve, did you?
Posted 17 years ago2006-11-01 10:41:38 UTC
in Help in making a soccer ball Post #201578
There's a soccerball model in the tfc cache file, maybe you can use that?
Posted 17 years ago2006-11-01 10:40:01 UTC
in Is this possible? (please answer) Post #201577
Clip is a texture that you cannot use for brush entities, it gives an error when you try to compile.
Posted 17 years ago2006-10-31 14:44:01 UTC
in Once again, a compile problem Post #201502
You most likely didn't tie the cilinders to func_wall, which causes massive cuts and visleaves.
Posted 17 years ago2006-10-29 09:13:59 UTC
in Source Experiments Post #201223
I think you could make players stick to the ceiling if there's rotated spawns and trigger_gravity entities.
Posted 17 years ago2006-10-25 11:14:20 UTC
in in-game advertising, is it right? Post #200788
I wonder if we'll be shooting ads at people in 10 years saying "always coca cola", and ammunition would always be coca cola.
Posted 17 years ago2006-10-24 13:24:25 UTC
in My map for The Specialists... =D Post #200686
It looks like source, which means its good.
Posted 17 years ago2006-10-22 06:44:51 UTC
in Spawn controller? Is it possible? Post #200377
You could try and use a point_template to create new spawns after the first round, then kill the old spawns, since every entity can have a name.
Posted 17 years ago2006-10-22 06:42:48 UTC
in equip nightvision on spawn? Post #200376
Currently you can't make anybody spawn with nightvision in HL, but i think you can do it in CS. You can try to use the env_fade entity with the modulate flag to mimic nightvision.
Posted 17 years ago2006-10-21 07:21:25 UTC
in where are they Post #200273
Try deleting the old bsp, then compiling again.
Posted 17 years ago2006-10-20 10:56:06 UTC
in I'm new here - can't get ZHLTs w Post #200232
You might have set up the tools wrongly (eg rad for bsp, and bsp for rad).
Posted 17 years ago2006-10-20 10:54:02 UTC
in where are they Post #200231
You need to copy the compiled bsp to the svencoop/maps directory, if you didn't set "place compiled maps in this directory" to that.

Also, check the compile log for errors, if there's an error, post the compile log here.
Posted 17 years ago2006-10-19 12:19:26 UTC
in Help with ladders and doors Post #200102
Its impossbile to do, because you can't tie a brush to 2 entities, but you can't deactivate ladders in half-life either, unless you're mapping for sven co-op.
Posted 17 years ago2006-10-18 12:29:22 UTC
in Map restarts server Post #200005
No, func_brush won't work in CZ.
Posted 17 years ago2006-10-18 10:10:59 UTC
in Map restarts server Post #199980
CZ: DS, or Condition Zero: Deleted Scenes, is the singleplayer part of CZ, its a seperate game.
Posted 17 years ago2006-10-18 07:11:25 UTC
in Rotating beams? Post #199967
You can change the size of path_corner entities in the editor by editing the fgd, but without proper knowledge you may do something wrong.
Posted 17 years ago2006-10-18 07:10:07 UTC
in half-life wad but for half-lfie 2 Post #199966
Source doesn't uses a wad style texture format, it uses vtf and vmt.
Posted 17 years ago2006-10-18 07:09:32 UTC
in Map restarts server Post #199965
Func_brush is in CS: S and CZ: DS.
Posted 17 years ago2006-10-17 14:38:09 UTC
in Map restarts server Post #199925
An env_beam can be used for constant dripping of blood.
Posted 17 years ago2006-10-17 13:21:38 UTC
in Rotating beams? Post #199919
It's impossible to use func_rotating's for this, you need to make it a func_train and place the paths. The origin of the train should be used as one of the targets of the beams, it should then work.
Posted 17 years ago2006-10-17 13:06:52 UTC
in Map restarts server Post #199918
It might not work for more than one round, i'll take a look and see if there's anything causing that.
EDIT: i looked at your map and it appears there's a trigger_auto causing the problem. It triggers a multimanager, which triggers itself and an env_blood. The problem is that it may cause an error on dedicated servers. Back up your map and delete the system, then try and see if it works.
Posted 17 years ago2006-10-17 13:04:55 UTC
in where are they Post #199917
I'm searching right now for this fgd, i know there was a thread about it recently.
http://www.svencoop.com/forums/showthread.php?t=29526
Do not revive the thread.
Posted 17 years ago2006-10-16 14:29:49 UTC
in Map restarts server Post #199846
Hammer 3.5 is for half-life engine games, and Hammer 4.1 is used for Source games.
Posted 17 years ago2006-10-16 13:30:29 UTC
in Map restarts server Post #199841
Are you mapping for CZ or CZ: DS? There's a big difference between the two, and you may not know that.
Posted 17 years ago2006-10-16 13:28:40 UTC
in where are they Post #199839
Do not modify the fgd without knowing what you're doing, there's a SC 3.0 fgd with model support (i use it), use the search function on their forums and use that fgd, then do a check for problems and fix ANY problems (except the "there is no info_player_start" error).
Posted 17 years ago2006-10-14 14:57:13 UTC
in How do you delete an NPC? Post #199658
Did you put the name of the ghost entity in the name field of the trigger? It should be in the Target field.
Posted 17 years ago2006-10-14 03:47:33 UTC
in Need help with gunships... Post #199627
Gunships use path_corner for movement, air nodes are different.