Forum posts

Posted 20 years ago2004-08-05 15:44:59 UTC
in Making the glass on a door breakable Post #48159
try using spirit, might be something in there
Posted 20 years ago2004-08-05 15:20:44 UTC
in targets Post #48155
how do you make it so that when you shoot a target board another pops up, or just targets something else, any ideas that don't involve gibs?
Posted 20 years ago2004-08-04 14:41:26 UTC
in suit only area? Post #47907
thanks captain p, that's exactly what i needed
Posted 20 years ago2004-08-04 02:37:34 UTC
in suit only area? Post #47839
hmm, i could do that, but i want it to enable the trigger multiple to work, is there a way to trigger when a trigger multiple works?
Posted 20 years ago2004-08-04 02:22:46 UTC
in suit only area? Post #47836
k, i'll try that out, i'll send a message if it doesn't work
Posted 20 years ago2004-08-04 02:15:05 UTC
in leaf thread....=lag? Post #47832
all i know is that leafthread takes a while normally, but if you want to do lower it, I advise just putting a light_spot entity for the outside, and place each individual wall of the sky in the places you need it, but make sure you don't leave a leak because of it.
Posted 20 years ago2004-08-04 01:56:50 UTC
in leaf thread....=lag? Post #47828
what you mean skyboxing?
Posted 20 years ago2004-08-04 01:50:55 UTC
in suit only area? Post #47825
how do you make it so you can only go somewhere if you have the suit, like. I'd like it to be so you can't cause the trigger multiple without your suit. if you know a way at all please help
Posted 20 years ago2004-08-02 00:36:09 UTC
in cs loading problem HELP!!!! Post #47478
:x
Error veryfying Steam userID Ticket(serverwas unable to contact the authentication server, 35)
:x
what's it mean and how do i fix it, i really wanna play cs, but the last three days...
Posted 20 years ago2004-08-01 10:53:52 UTC
in another door Post #47330
i'll try that now
Posted 20 years ago2004-08-01 10:48:51 UTC
in another door Post #47327
I'm trying to make a door that rotates UP, i know it can be done, i've seen it before. how do i do it? I have the door and button set up already, just can't get it up :|
Posted 20 years ago2004-08-01 10:47:42 UTC
in Doors Post #47326
you COULD reverse the direction, but then it would open towards you when you walk into normally :|
Posted 20 years ago2004-07-31 21:04:18 UTC
in weird glass door problem Post #47277
i'll try that now
Posted 20 years ago2004-07-31 20:57:09 UTC
in Monstermaker spawn grenades? Post #47272
if you look around you could find programming sites where you could make your own version of a hammer fgd that suits your needs, i can't help with that though, sorry
Posted 20 years ago2004-07-31 20:52:32 UTC
in weird glass door problem Post #47270
Posted 20 years ago2004-07-31 20:30:26 UTC
in weird glass door problem Post #47266
agh, how do i do it, it won't paste in
Posted 20 years ago2004-07-31 20:23:18 UTC
in weird glass door problem Post #47262
didn't work, anyone know how to do this?
Posted 20 years ago2004-07-31 20:17:46 UTC
in weird glass door problem Post #47261
nevermind i found it
Posted 20 years ago2004-07-31 20:16:36 UTC
in weird glass door problem Post #47260
where's the trigger multiple? i can't find one
Posted 20 years ago2004-07-31 20:05:32 UTC
in weird glass door problem Post #47255
ok, the picture messed up, it's a frame that like a sideways 8 with glass in the openings. I set all of it to trigger eachother, and left the frame with a blank name but a filled target, so the frame is what you hit to make it move.

the problem: the glass doesn't move until the frame is finished closing.

does that explain it better?
Posted 20 years ago2004-07-31 19:58:54 UTC
in weird glass door problem Post #47250
I have a glass door with two panels that are glass, and a metal shape that looks like this
______
| | |
| | |
| | |
| | |
|___|___|

the glass is in the empty spots, i set all the peices of it to trigger eachother (three peices, frame and two panels), but when the panel goes down, the glass waits until it's all the way down until IT goes, is there any way to do this otherwise, or to fix it?
Posted 20 years ago2004-07-31 19:43:41 UTC
in my mod's training level is screwy! Post #47246
lol, all that trouble and what i did wrong was i put training map instead of trainmap. lol, it works now though, thanks all :P
Posted 20 years ago2004-07-31 19:27:14 UTC
in Monstermaker spawn grenades? Post #47238
if that doesn't work, you could put a monster_satchelcharge instead. but it should work with a grenade...
Posted 20 years ago2004-07-31 19:25:51 UTC
in my mod's training level is screwy! Post #47236
hmm, lol, don't know why it said that. lol WHOOPS
Posted 20 years ago2004-07-31 19:22:45 UTC
in my mod's training level is screwy! Post #47233
Posted 20 years ago2004-07-31 19:22:10 UTC
in !Sounds For Scientists! Post #47232
you give the scientist a triggercondition in his properties of sees player. and put the triggertarget at scientist/c2a5_sci_boobie.wav. as for making his lips move with it, i don't know, so if someone could help with that..., oh, and make sure you put the sound into your mods directory, or half life's directory in the right spot, should work just inside the file, then put an ambient generic into your map and put in the sound's name. if someone knows better, please, i'm interested too :D
Posted 20 years ago2004-07-31 19:13:50 UTC
in my mod's training level is screwy! Post #47228
still nothing it just won't do it, here's what my liblist looks like:

// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Your First Mission"
gamedir "C:SierraHalf-Lifeyfm"
startmap "fartherin"
trainingmap "train"
url_info "http://ndey.net/tony"
version "beta"
size ""
hlversion "1110"
type "SP"
gamedll "dlls/hl.dll"

it still won't work for some reason. I put it in the map directory and everything, WHAT'S WRONG!
Posted 20 years ago2004-07-31 19:04:55 UTC
in my mod's training level is screwy! Post #47227
i'm NOT using steam, and i'm making it myself. by the way, if anyone has free time and would like to make a model for my mod, i got designs ;) . anyway, I have a different map name, it's train. but i didn't put in the url info and other stuff. who knows, could make a difference, prolly not though. any more ideas? :nuts:
Posted 20 years ago2004-07-31 18:54:12 UTC
in my mod's training level is screwy! Post #47220
no, i made entire new one, it's all done and everything, i've set up about 7 maps in themod itself already, but it STILL won't work! I finished the training levels and it's only letting me into the original hazard course, then when i press esc it goes back to half life instead of my mod!
Posted 20 years ago2004-07-31 18:49:13 UTC
in my mod's training level is screwy! Post #47214
I'm making a mod (ndey.net/tony is my website) and I'm making a training level too, but for some reason when i click on hazard course it does the old one. I have the liblist file set so the training level is the name it has to be, but it STILL won't work... HELP PLEASE!!! :x :x :x
Posted 20 years ago2004-07-13 18:33:04 UTC
in spirit?! Post #41116
sounds good to me
Posted 20 years ago2004-07-13 15:08:08 UTC
in spirit?! Post #41083
if i switch to spirit, does it cost anything?
will it disturb any files i already have?
where can i get it?
and will i lose any information that is important to my maps i've already made with normal hammer?
Posted 20 years ago2004-07-13 14:52:14 UTC
in getting monsters to chase down stairs Post #41075
you could use the cheap method, though i don't recommend it, leave the stairs and put a block slanted to make a ramp on top of it, then make it an invisible texture. after that turn it into a func_wall and set the render mode to solid and fx to 255.

That of course is a LAST RESORT!!
Posted 20 years ago2004-07-12 23:24:13 UTC
in resetting Post #40897
i'm not sure, maybe a weapon strip. as for health, i'm not sure :|
Posted 20 years ago2004-07-12 23:21:31 UTC
in Map posts, just shut up Post #40896
outcast, it's called persistence and perseverance, you have to keep going whether people play them or not, if you don't, someone else will fill your shoes, now i'm not saying it's right to say you hate the map, but it's not wrong...
Posted 20 years ago2004-07-12 23:16:56 UTC
in Lighting Problem Post #40893
oh, you can also make a big box like i said and texture it sky in order to be able to see the leak much easier, the bright blue from the background sticks out in places very easily ;)
Posted 20 years ago2004-07-12 23:15:55 UTC
in Lighting Problem Post #40892
no, but it is a way to quickly finish a map instead of worrying about 1 tiny little leak :badass:
Posted 20 years ago2004-07-12 23:14:36 UTC
in Plants??? Post #40890
brushes are easier and look better too :D
Posted 20 years ago2004-07-12 23:13:32 UTC
in don't even know what to call this Post #40889
My comp just sucks andy, otherwise i would :P
Posted 20 years ago2004-07-12 19:36:40 UTC
in func_tank how to kill it ? ? Post #40821
ministeve, you need serious mental help, same for half of the people on this site. only sane one's i know of are seventhmonkey rabid me and anthony, although, i'll give pepper credit too
Posted 20 years ago2004-07-12 19:33:07 UTC
in Major leak problem!!! :( Post #40819
dude, the easiest way to stop ALL leaks is to make a big block that on the entire map and hollow it, this way even if there is a leak it just looks like a little black slit if you can find it, or you could do the same thing with a sky texture and you will be able to see the leak easily ;)
Posted 20 years ago2004-07-12 19:29:41 UTC
in don't even know what to call this Post #40817
yes i know, i can't wait until my bro gets back so i can use his comp to try the unreal tournament 2004 engine :):):):):):):):)
Posted 20 years ago2004-07-12 19:25:20 UTC
in Plants??? Post #40815
jees rabid, it's like you own the site, you know where everything is lol :nuts:
Posted 20 years ago2004-07-12 19:23:52 UTC
in don't even know what to call this Post #40813
ic, never would of thought that :nuts:
Posted 20 years ago2004-07-12 19:10:02 UTC
in don't even know what to call this Post #40810
I'm making a very nice mod, so far it's running perfectly, i only have about 2 levels, but it's still good, anyway...

when i made this cavern and put in torches in all, it seemed fine at first, no problem at all, but now every time i load it up there's some new peice of the cavern that disappears or becomes an invalid solid.

what i did to make the cavern was make a block, cut it a few times to make it an odd block, then hollow it. like i said, when i did it, there was no errors, now it's a new peice missing every time i load it, i fixed it up now, but for future reference, why is this happening? :x :x :x :x
Posted 20 years ago2004-07-12 18:32:11 UTC
in Weapons Post #40793
yeah, or i think, if it's a new map that you take away the weapons, you can just tell it it's a new level i think, i never truly tried it that way. You can experiment with it if you want.
Posted 20 years ago2004-07-12 18:31:00 UTC
in Lighting Problem Post #40792
you can bypass that altogether by making one big box that's hollow all the way around your map, then leaks are no longer a problem if you build the map inside this box, it also helps to keep you from building too much on a map, it gives your restraints. Unless you ignore it and expand. lol ;)
Posted 20 years ago2004-07-12 18:28:21 UTC
in elevators Post #40791
make sure there's plenty of room on for them to stand, it's a half life glitch, not totally your fault. What happens is they didn't put into the engine an ability to make you go smoothly with the elevator, so when your being constantly lifted with the elevator, it puts you inside of it. There's a glitch like that in the actual half life game, the elevator that goes to the surface about 1/4th of the way up

to fix it, just make sure there are railings or an invisible func_wall for the railings, and make sure it's big enough for 2 people to stand on easily :D
Posted 20 years ago2004-07-12 18:23:53 UTC
in Plants??? Post #40790
in downloads section, it's called your first mission
Posted 20 years ago2004-07-12 18:23:15 UTC
in Plants??? Post #40789
i figured out the plants, and it's a mod coming out, not a cs map, it's http://ndey.net/tony