Forum posts

Posted 13 years ago2011-09-06 03:11:38 UTC
in animation problems Post #298685
soup miner
but i want him go to die animation when i shoot him,
is there any way for that?

maybe i can use another gman, over there and use env_render entity to hide him
but i think first gman will be stay idle whatever i do..

23-down
he is talking about compiling model with 3 animations together
Posted 13 years ago2011-09-05 22:19:41 UTC
in animation problems Post #298677
bump
Posted 13 years ago2011-09-05 12:25:54 UTC
in Help - Triggering an ambient_generic Post #298666
you can use Audacity program
and thanks for details IanPArr.
Posted 13 years ago2011-09-05 11:55:27 UTC
in animation problems Post #298665
hello again,

I'm wondered about animations, so i did a new animation test
i did new 3 animation for gman,
the scene is about gordon freeman finally catch gman and kill him

animation 1 (endmove): gman see freeman and run to survive, but he cant escape and fall down to the floor
animation 2 (endstay): look and wait
scenex1: 2 grunts try rescue the gman
animation 3 (enddie): gman dies with .357mm bullet
scenex2: freeman kill everyone (LOL)

this is fun to play with models but i cant make it work with valve hammer editor

the problem is changing animations,
when gman start animation 2 or animation 3, he is standing idle for 1 second but i want him to do it instantly
you will understand what i mean if you try it;..

(note: im included backup file of gman)
http://www.mediafire.com/?babnzmf1f58r48b

if anybody can help me it will be appreciated.
Posted 13 years ago2011-09-02 15:41:32 UTC
in monster maker properties? Post #298587
Okay,
thank you very much for everyone.

I think I can use trigger_teleport like what "2muchvideogames" says.

But I wonder why there are children name than..
whatever thanks..
Posted 13 years ago2011-08-29 13:04:21 UTC
in monster maker properties? Post #298476
sorry urby thats not right
i think im confused when talk,
i want the CHILDREN trigger the monster maker, not ONLY with die, i know halflife can do it i just given a example

sorry scals thank you so much (thank you for your comment really)
but
look, you say

"Make the multi_manager trigger monster_maker to spawn 1 zombie, and then instantly trigger the monster_maker AGAIN."

but its automatic and i don't want it happen,
i want trigger zombie when i want, i mean zombie will see player, or die, etc.., and they will trigger the monster maker to spawn new zombie

and i want to learn what scotch says too its so important

because if that will happen, i can move children of monster makers, i can trigger a event when zombie die, i can trigger a event when children of zombie finish his goal, i can set gun of children(mp5?,shotgun?) etc..

but i see there is no way..
anybody know how?
Posted 13 years ago2011-08-28 05:08:56 UTC
in monster maker properties? Post #298429
hello,
first sorry my english but i need some help..
i have some nooby question that i cant figure out,

i put a monster maker(zombie spawner), its works fine..
but i want to trigger spawner when children of spawner dies(zombie),
don't say me do max children 1 and number of monsters -1 because
i want control the spawner manually, i want to set the spawner when i want it spawn.. so when spawner spawn a zombie, spawner go off (not anymore zombie)
i know i can give a name to children of zombie
but i don't know how can i setup the options,
something like a trigger condition/trigger target

maybe its about monster clip, i dont know really..

now this is what i want to know:

there is any entity for make options for children of monsters? (any trigger maybe?)
or can i add string lines without smart edit to somewhere?
Posted 13 years ago2011-06-08 14:02:16 UTC
in transparent textures Post #295409
How can I convert it to 255th texture? Maybe the problem is my programs (paint etc.) and I can't install Photoshop sorry it's too huge files I can't download. Also can you tell me how can I make alpha channel in .qc? I didn't heard about it before
Thanks...
Posted 13 years ago2011-06-08 03:44:42 UTC
in Eating zombie? Post #295395
i have a something can interest you, i have bad english so i will show it to you:
User posted image
when you want to turn it off, trigger a door and put env_beam name, to "kill target"
its my looping method i always use... not too much complicated and easy learned it years ago lol i hope it helps

edit:
ohh damn now i see you talking about sdk... i dont know, its work in hl1.. not sure about hl2... i think im drunk too! ...
Posted 13 years ago2011-06-08 03:06:29 UTC
in transparent textures Post #295393
hello..
i want to make a tree model, i tried everything i know so far...
there is tutorial about that but problem is i can't use png file to compile model.I'm tried to use bmp file but when i decrease color depth to 256 Colors (8 BPP) alpha channels disappear and i cant make it transparent (also i cant do that in model viewer). I'm using "irfan viewer" to convert, because if i don't do that milkshape crashes im tried use PAÝNT.NET program too but its not working

if anyone know how can i figure it out it will be very grateful
maybe some other way to convert it, maybe another program ...

waiting for help, thanks...
Posted 13 years ago2010-12-05 16:09:05 UTC
in help with make a new mod Post #287697
and cant you link it where can i find it? -_-
really...
Posted 13 years ago2010-12-05 05:40:32 UTC
in help with make a new mod Post #287686
there is somebody can make a tutorial how to i can compile dll?
please!
it give me "error C3867" and alot of other errors
i dont know what i need to do and there is no tutorial for it anywhere...
also now im installed 2008 version of it help
Posted 14 years ago2010-11-20 16:20:00 UTC
in help with make a new mod Post #287145
guys i got a problem with compile

d:\oyunlarım\savaş oyunları\sdk\single-player source\dlls\extdll.h(42) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory hassassin.cpp

and all another files,
i dont know why its happening
using vc++2005
Posted 14 years ago2010-11-20 15:16:25 UTC
in help with make a new mod Post #287144
i need tutorial for compile them ...
Posted 14 years ago2010-11-20 13:45:38 UTC
in help with make a new mod Post #287143
well i need better solution, still searching for "good program for compile that halflife codes"
Posted 14 years ago2010-11-20 05:10:48 UTC
in help with make a new mod Post #287138
Posted 14 years ago2010-11-20 05:06:43 UTC
in help with make a new mod Post #287136
i have, but im working alone,
and anyway if you dont like it i have nothing to do about it...
i just want help with this topic
Posted 14 years ago2010-11-20 05:04:01 UTC
in help with make a new mod Post #287134
i have moddb page for hl2 maps not hl1, hl1 is more different, its on costruction but i can give you that maps if you want test them anyway

my hl2 map page:

http://www.moddb.com/members/platoon1993/addons/platoon

and its not "perfect mod"
i making it just for addicting...
Posted 14 years ago2010-11-20 05:00:19 UTC
in help with make a new mod Post #287133
so where can i find it? searching everywhere...
i can open that code files, and can change them, but i cant compile them (dont know how)

im really waiting for good message...
Posted 14 years ago2010-11-20 01:00:10 UTC
in help with make a new mod Post #287126
first of all, i have exparience with mapping, modelling, and a lot of staff
im mapping between 5 years, and i want my own mod (hl1)

they said you need "halflife source code" so im installed it ((hl sdk 2.3 full)

than they said you need "C++ knowledge" so im installed microsoft visual C++ 2010 Express..

but the problem is, i cant compile them..

and when i ask it they say "C++ 2010 is not supported. Use C++ 1998 (6.0)."

now how the hack i can find it and install it for make change on strings and compile them? i have bad internet connection and its taken too much time to download visual C++ 2010 Express
i need something "possible", i mean please give some information like this, "download this and remove this" something..

sorry for my weird english and i hope someone can help me...