I played a bunch of CT fangames back in the day, and they were VERY good.
you know i never understood why big companies want to sue and/or threaten random fans for making a FREE game. This is a real fear because in the past, big companies actually DID sue random fans for this. What do they possibly stand to gain from shutting down a FREE fangame? Probably nothing. So I think they feel threatened by it in some manner. But what would that be?
all tanks in goldsrc will only shoot at the player. You might want to consider a trigger_once triggering an env explosion near the generic monster instead.
I looked at your moddb page. It sounds like you want to make a very challenging mod, which I think is cool, but from experience I have to admit that most players simply arent that hardcore. From what your moddb says, it sounds like you basically buffed the 3 most common weapons in HL: glock, mp5 and shotgun. Personally i think the glock is already the most OP weapon in the game, with shotgun coming in second. Mp5 does need a buff. But really I cant say much till i actually try you demo first, so I'll go do that now. Will have to be next weekend, though, so that maybe I can record it. I'll put a (unlisted) link here if I ever make a video. Good luck with your mod!
it would be better to use a trigger teleport that allows monsters to use it, rather than a scripted sequence. Else you might want to have an 'action animation' in the scripted sequence (prolly a very short one, i'm guessing you want him to start shooting as soon as he teleports in)
1 - Monsters spawned from a monstermaker CANNOT run scripts or trigger conditions. (you would have to teleport it in from somwhere else)
2 - If you want there to be a delay between the slave dying and the grunt running, you will have to put a delay before trigger (in seconds) for the scripted sequence. You will have to time the delay to be exact with the other slave's warp.
3 - The scripted sequence will be where the monster runs to. Unless the path from the grunt to the squence is a straight line, the grunt might have a bit of trouble running to the sequence.
Scripted sequences do NOT work like path corners. you must put the monster grunt's name in the scripted sequence's 'target monster' field, I think. Also path corners are easily overriden by monster AI and can be interrupted just as easily. The reason to use scripted sequence over path corner is so that it's not interruptable, which is what you seem to want here
it is based on the mod folder only. There USED to be a pak0 in the valve folder, but whether there is one or not doesnt matter. It ONLY depends on what's in the mod's folder. But even then there isnt a pak0 anymore because valve steampipe or something left all the files in the directory now. But the game still can read pak files.
not really, anyone can do it. if I get pak0 then next person gets pak1, then pak2, then so on. It's extremely simple. And not mandatory either (nobody else NEEDS to have paks unless they want to)
i dont get how its more work, literally can just give you 2 files, the map and the pak. any models or whatever is inside the pack and doesnt need to be touched.
tetsu0 said everyone only gets one map. Is this still in effect?
For the 'item', I'm planning to use a displacer cannon from OP4. It will be a cycler_weapon that the player will actually see in first person upon picking it up. However, if anyone else wants this item, then feel free. (I think I have the LD HEV v_displacer.mdl, but if not I believe it's in sven coop as well)
I'm going to wait for the full version before playing. However, if you want me to like beta test for bugs or comments then I'll play it if you would like. I played loads of hl mods.
I have seen this problem before and it's in my mp farm map. It's caused by rotated architecture because apparently hammer and gold src doesn't really like anything other than nice clean edges. It will cause strange clipping issues randomly.
i have loads of old spirit maps from back before I set up coding. some of them are 3 maps long... i even have a boot camp knock off spirit based training map... lol maybe i can fix those and give you like 2 linked maps,
The weapon cpp is not the only place you must change position values. I think there are stuff u need to change in weapons.h as well (if I remember correctly)
This is a post of somebody who was scared of installing mods and want to know if they have any so they can remove them.
Heres the problem: dude thinks that half life mods work like L4D and Skyrim, where some model or sound replacement will change aspects of the default game. But we know thats not how half life mods work. Half life mods are completely separate from the default assets and are officially known as 'custom games' similar to custom maps in dota/starcraft/warcraft.
How many people do you think have this misunderstanding and causing them to stay away from hl mods? I'm guessing all the obscene mods and stuff popularized by youtoob videos may have put some ppl off to modding, perhaps.But the big problem here is that HL/HL2 mods and 'mods' of other games like skyrim mean completely different things.
I'd like to streamline the mod if I make a map. What wads and models are other people using (you dont have to spoil if you dont want to answer), like SD, HD , LD whatever, and if I know other people are using a wad like say opfor.wad then I will try to include that wad in my map too if its going to be used. Same deal with models like if you use otis or something I'll try to use it too (if you dont mind)
which is why i'm not playing it again till 1.5 comes out. But you have to admit they really had to do something about that 'you jump into a pipe, the game ends' ending that they had when it first came out
Anyway knowing urby's mapping from twhl tower, I expect this mod (the core) to be mercilessly difficult and I will be playing it on HARD because i'm a glutton for FUN
those models in the twhltower folder are copies of the healthkit and rpg rocket models, respectively. and null.SPR is needed. No idea what the camera would actually do, but I'm pretty sure i can code a portable medkit.
download the half life map 'into the frying pan' from planetphillip. it has a apache at the end and te game fades when you defeat it. If I remembered correctly. No trigger_endsection though