Error
, and good to check for Warning
as well as it might tell you about issues that didn't prevent compile but might affect the map nonetheless.$csg_exe "$bspdir/$file" -nowadtextures de_heights
-nowadtextures
to the second occurrence of CSG, like so:
"fallback_dir" "tfc"
in liblist.gam), but if custom maps is all you're planning on making you don't even need to make a mod for that. Just publish those maps on their own and anyone already owning TFC can play those without getting a separate game/mod for it!1000
event at the end of the animation's sequence (event 1000
tells the game the actor died on the event's frame). If the animation doesn't already have this event and if you're making a mod you can modify your mod's barney model directly, or if making a map pack you may make a copy and name it something else.zhlt_hull1
and zhlt_hull3
pointing to narrower info_hullshapes (for standing and crouching respectively, with the defaulthulls
key set to 0). That way it's only those specific doorways that will behave as if there was a narrower player, and not mess with any other cliphulls (and probably save some clipnodes too, relative to using global info_hullshape).ss_idle
), and second one with no animations set but with a Move to Position set to Walk (name this one ss_walk
).ss_idle
needs to be triggered before the scientist will react to ss_walk
being activated (the scientist needs to be "released" from it).ss_idle
's Target key we can put ss_walk
and lastly in the trigger_once's Target we can put ss_idle
.ss_idle
should activate ss_walk
on its own when activated....\steamapps\common\Half-Life\valve
C:\hl_modding\28daysdemo\maps
).London.$ext8daysdemo\maps\London.map
This looks like a strange mess. Are you compiling in Expert Mode?[Game Executable]
...\steamapps\common\Half-Life\hl.exe
[Base Game Directory]
...\steamapps\common\Half-Life\valve
[Mod Directory]
...\steamapps\common\Half-Life\8daysdemo
(Assuming your mod is called "8daysdemo")SKY
doesn't block VIS and also renders behind everything else.SKY
.monster_Charizard
you should use monster_charizard
.LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName)
function.LINK_ENTITY_TO_CLASS(monster_charizard, Charizard)
v_origin
perhaps?) though I haven't looked much into the view part of the code so I might be wrong there.g_hull_size
in hlcsg/hullfile.cpp
. The three vectors are hull0, hull1, hull2, and hull3 respectively, but we only want to change hull1 (commented as 32x32x72
, standing hull) and hull3 (commented as 32x32x36
, crouching hull). Just halve the Z value in these vectors (i.e. {-16, -16, -36}
=> {-16, -16, -18}
). Then using this new compiler, any new maps compiled with it will produce cliphulls for a player half the original height.$origin 0 0 -36
option in the .qc file.