Forum posts

Posted 20 years ago2004-10-20 17:44:13 UTC
in Attn: NON - NOOBS : CTF style problem Post #67979
um... if you're looking for non-noobs, why not look here: http://www.chatbear.com/board.plm?b=390
Posted 20 years ago2004-10-19 09:34:16 UTC
in Explosion on target. Post #67576
he can always use a shootable button(either visible or invisible), and have the button target a mm which targets a shooter and an explosion and a render. that way the explosion can be repeated.
Posted 20 years ago2004-10-18 16:19:20 UTC
in non mapping question Post #67388
or just look here if you need to forward ports: http://www.portforward.com/routers.htm
Posted 20 years ago2004-10-18 15:19:52 UTC
in non mapping question Post #67374
Posted 20 years ago2004-10-17 23:21:25 UTC
in Door Problems - Entities Reseting Post #67192
I want the doors to open when you walk up to them, no pressing "use", and then I want them to shut after 5-6 seconds. What options will I need to set to achieve
well, you can give both sliding doors the same name, and set their "delay till close" attribute to 5 or 6. then put a trigger_multiple where you want the player to be standing when the door gets activated, and put the name of the doors in the "target" atribute.

note that the default "delay before reset" value of the trigger_multiple is 10 seconds. if you want the door to be able to be re-triggered more quickly, you can lower that value.

also check the dors tutorial here if you still have questions.
Posted 20 years ago2004-10-17 19:31:54 UTC
in Explosion on target. Post #67169
Also I would like to know if a breakable can have more than one target on break.
well you can always give multiple entities the same name, then the breakable will target them all.
Posted 20 years ago2004-10-17 02:33:55 UTC
in trenches Post #67011
Posted 20 years ago2004-10-16 16:28:54 UTC
in Why can't I get my cylinders see-thr Post #66951
What, you mean that I can't see through the see-through cylinders in hammer?
yes, that's what i mean.
Posted 20 years ago2004-10-16 01:28:23 UTC
in Why can't I get my cylinders see-thr Post #66874
the map needs to be compiled then run in half-life before your entity will be see-through. and by compiled, i mean: http://cariad.co.za/twhl/tutorial.php?id=35
Posted 20 years ago2004-10-16 01:24:48 UTC
in CS runs and closes Post #66873
i dont know why people don't answer your questions, but it might be that it's a lot easyer for some people to reply to a question about how to make a ladder, for instance, than it is for them to read a compile log and find what's wrong...

and why didn't you run RAD?
Posted 20 years ago2004-10-16 01:19:46 UTC
in Why can't I get my cylinders see-thr Post #66871
I've selected a cylinder that I want to make see-through, right-clicked on it, clicked tie to entity, set the Render mode to texture, and finally set the FX amount to 10 (I've also tried 1 and 50). Yet it doesn't make my cylinder see-through. Help me please!
this may be a dumb question but... did you compile the map?
Posted 20 years ago2004-10-15 13:59:12 UTC
in ... Post #66711
tell us noob, and we can ban him
sad...
Posted 20 years ago2004-10-15 13:21:33 UTC
in The Hardest Part Post #66695
Does anybody have a good technique for coming up with original material?
i don't really know if there's a substitute for imagination. just think about what you would find fun in a game. what kind of stuff would you like to see/do in a game.

maybe you could play other peoples maps and figure out things that would make them better/more fun, then work on incorperating those ideas into a map of your own. getting to know the half-life entities also helps in giving you ideas for implementing them in novel ways.

sometimes i find that when i lay in bed and am drifting off to sleep, if i think about my current mapping project, i can come up with new ideas...

good luck :)
Posted 20 years ago2004-10-14 19:07:04 UTC
in Door -> slam -> dead Post #66550
use a train...
Posted 20 years ago2004-10-13 22:31:58 UTC
in Black areas...HELP! Post #66190
i had that problem when i did some funky vm... walls dissapeared from certain angles. i think when i made the wall into a func_wall it corrected the prob. dont know if that's what your problem is, but hey...
Posted 20 years ago2004-10-13 22:26:55 UTC
in Door -> slam -> dead Post #66189
i think your brick will go back up when it hits the player. if you want a more realistic smashing brick use a train.
Posted 20 years ago2004-10-07 13:48:48 UTC
in Nexus Released! Post #64663
screen looks good
Posted 20 years ago2004-10-04 16:48:02 UTC
in mapping for one hl than switching map Post #64108
yes with a few modifications, but some of the ents may not be supported by cs.
Posted 20 years ago2004-09-29 23:19:41 UTC
in Im just dumb ok!!! Post #63032
ahh... well welcome back to mapping then :)

it's a good time to get back into it with half-life 2 on the way.
Posted 20 years ago2004-09-29 23:14:51 UTC
in Im just dumb ok!!! Post #63028
Posted 20 years ago2004-09-29 23:14:22 UTC
in Im just dumb ok!!! Post #63027
1. make it a func_wall
2. set it's "Render Mode" to "Solid"
3. set its "FX Amount to "255"

if you need more instructions post again.
Posted 20 years ago2004-09-29 00:12:06 UTC
in LIGHT PROBLEM Post #62839
if you're still stuck, post your compile log so the experts can take a look and see if there are any obvious problems.
Posted 20 years ago2004-09-29 00:02:55 UTC
in make glass on door trasparent Post #62837
Posted 20 years ago2004-09-28 23:49:37 UTC
in make glass on door trasparent Post #62835
take a look at this example map. it has sliding doors with pieces of transparent glass in them: http://cariad.co.za/twhl/mapvault_map.php?id=2076

or if your just asking how to make sliding glass doors transparent, just set the render properties of the door how they described above (render mode: texture, fx ammount: plus or minus 100).
Posted 20 years ago2004-09-27 22:46:52 UTC
in Making the glass on a door breakable Post #62553
no. unfortunately you cant combine entities like that in half-life.
Posted 20 years ago2004-09-27 19:48:06 UTC
in Intentional fullbright? Post #62503
theres this cool new thing called a forum search... just incase you missed this thread from a couple days ago :P :

http://cariad.co.za/twhl/forums.php?pgt=1&action=viewthread&id=4947&pg=1
Posted 20 years ago2004-09-27 19:41:43 UTC
in Multisource question Post #62502
fyi, the multisource is fine if you are targetting it with buttons. but if you want to use trigger_multiples, and have 2 players stand at 2 different spots to activate it, the multisource will not work reliably.

the reason is that each time the trigger resets while someone is standing on it, it will toggle the on/off state of the multisource. so that means a player doesn't need to be standing on each trigger to have the multisource activate your door settup. one player can go to both triggers to set it off, or 2 players can touch the triggers at different times and the multisource will activate.

thats why i posted the example map... to show a pretty easy workaround to this shortcomming of the multisource. i don't see an easyer way to achieve what you originaly asked... but if you come up with one i'd like to find out what you did. :)
Posted 20 years ago2004-09-27 02:10:52 UTC
in cone&ball Post #62305
uhh, give it more sides?
Posted 20 years ago2004-09-26 22:15:32 UTC
in Multisource question Post #62264
Anonymous put a nice example map of his solution in the map vault. Cool stuff!
hey thanks! :)
Posted 20 years ago2004-09-26 05:07:54 UTC
in Multisource question Post #62114
and afaik, this cannot be done reliably with a multisource.
Posted 20 years ago2004-09-26 05:06:56 UTC
in Multisource question Post #62113
here, take a look at this example map i made that shows exactly how it works :)

http://cariad.co.za/twhl/mapvault_map.php?id=2076
Posted 20 years ago2004-09-25 19:55:07 UTC
in How did you find TWHL? Post #62036
link from verc
Posted 20 years ago2004-09-25 19:42:40 UTC
in What is this problem? Post #62024
Posted 20 years ago2004-09-25 11:16:27 UTC
in Getting water to hurt straight away Post #61912
sorry but im not good at gammar or that stuff if i used it it would look worse then it is now[
dont worry about the grammar police :P, just try and make your posts as understandable as possible.

glad the example worked... :)
Posted 20 years ago2004-09-25 11:12:58 UTC
in -wad question Post #61909
Not really
no, really... IMO some of the tuts could be names a little better... like the USING Sprites tut, could just be Sprites or Sprite Usage. We all know where to look for specific info, but a noob might just look in the S's for info in sprites... kind of frustrating for a beginner, IMO
Posted 20 years ago2004-09-25 00:50:43 UTC
in Getting water to hurt straight away Post #61786
did the example map i made do what you wanted?

if so, i just gave the hurt the same name as the water and i have the button targetting them both.

and the last anonymous that was giving instructions was a different member who wasn't logged on. you can tell me because you can click on my name----->
Posted 20 years ago2004-09-25 00:36:02 UTC
in Getting water to hurt straight away Post #61779
Posted 20 years ago2004-09-25 00:31:05 UTC
in Getting water to hurt straight away Post #61776
[qoute]mabey u could make a quick example map to show me[/quote]

is this what you are wanting? http://cariad.co.za/twhl/mapvault_map.php?id=2068
Posted 20 years ago2004-09-24 23:09:04 UTC
in Getting water to hurt straight away Post #61764
give the hurt a name

have it start off

target the hurt when you initiate the flood

target the hurt again when the flood is over
Posted 20 years ago2004-09-24 23:05:30 UTC
in Multisource question Post #61763
what i described above should work perfectly for what you want.

while a player is standing in a "special spot" (on a trigger multiple) one of the doors will move out of the path of the beam.

when both players are in the right spot, both doors are out of the beams path, and nothing will block it from hitting the shootable button.

when the shootable button gets hit by the beam, it activates and targets the "func_doors that act as a platform and four walls of glass"

i didnt mention it before, but the beam, 2 doors, and shootable button setup should be out of the players sight.

here's a low tech diagram:

---- beam
{ target
[ door
< shootable button

-------[ [ < { neither player is in the right spot
[
----------[ < { one player is in the right spot
[   [
----------------< { both players are in the right spot and the shootable button gets activated... voila

p.s. what mod is it for?
Posted 20 years ago2004-09-24 22:51:13 UTC
in -wad question Post #61762
ya some of the tuts could be named a little better imo...
Posted 20 years ago2004-09-24 20:17:56 UTC
in -wad question Post #61742
Posted 20 years ago2004-09-24 14:39:03 UTC
in OW! MY EYES!!! TOO BRIGHT! Post #61697
umm... i think this is what you want:
type "map mapname" in the hl console (without the "'s and mapname = the name of the map you want to run)

whats a multimap?

and if you're not using steam, i believe you can find the map names in your pak folder.

i'm really not sure though if that is what you wanted to know...
Posted 20 years ago2004-09-24 14:34:02 UTC
in OW! MY EYES!!! TOO BRIGHT! Post #61695
yeah, dont run rad or put in a leak :P
Posted 20 years ago2004-09-24 14:23:48 UTC
in Thanks Seventh Post #61693
yay... tha racists have seen the error of their ways =D

and floater you shouldn't be so scared to post under your name... you're giving anon a bad name :lol:
Posted 20 years ago2004-09-24 13:28:34 UTC
in Multisource question Post #61682
I have 5 doors that are linked with a multimanager and I would like them to "activate" when two trigger_multiples are triggered.
make a damaging beam hit a target.

put a shootable button in front of the target (this targets the 5 doors you want to activate).

put 2 doors in front of the shootable button (the doors are targeted by the trigger_multiples)

when both trigger multiples are triggered, both doors move out of the path of the beam. the beam then hits the shootable button and activates your 5 doors.
Posted 20 years ago2004-09-22 15:26:39 UTC
in Thanks Seventh Post #61221
thanks... you liked my impersination of you then?
Posted 20 years ago2004-09-18 14:04:57 UTC
in Light Beam Post #60458
cant we just delete gone latins profile? i don't like what he says...
Posted 20 years ago2004-09-16 17:05:06 UTC
in simple custom sprite Post #59967
do what rabid said and set the rendermode to additive on the sprite with the red words... that should work.
Posted 20 years ago2004-09-16 16:51:30 UTC
in Aspartame Post #59951
And yes, seventh, while the anonymous poster seems to be thinking a bit more, he is nonetheless a coward and non-entity.
zzz

wake me up when you have anything to say that isnt retarded...