Forum posts

Posted 19 years ago2005-10-08 04:55:17 UTC
in Scripting Post #140235
Yeah I think you may be right but I need help with it! :

And alex where's the experiment in you're idea? :lol:
Posted 19 years ago2005-10-08 04:35:49 UTC
in Scripting Post #140227
http://twhl.co.za/mapvault_map.php?id=3445 -I posted a problem map. The script works but it has an annoying problem! :nervous:

I also tried it with a trigger_monsterjump it worked but with out a sound and hit! :cry: But I can always use an ambient generic. :glad: My only problem is that I can't disable it! : I'll update the map soon so you can take a look at that problem. :tired:
Posted 19 years ago2005-10-08 04:17:59 UTC
in Scripted_sentence not working Post #140225
I had this problem I beleive.(didn't looked in your zip cause of my problem) I made a scripted_sentance and it didn't work. I copied it and made a diffrent monster talk(not a scientist),a diffrent sentance of course, and it talked. I didn't find anything bad I did in the script but it still didn't work! :zonked:
Posted 19 years ago2005-10-08 03:33:28 UTC
in Half-Life Sentences.txt Editor Post #140219
Haven't looked in it yet but why wont you make a metrial.txt editor? :quizzical:
Posted 19 years ago2005-10-08 03:28:50 UTC
in Locking door Post #140218
And the tutorial has no global in it too!

An extraction from my yet to come tutorial:

Disabling Objects With MultiSources
Multisources can be used to disable any object with a master value! If you disable a button or a door/rotating door it will sound it locked sound if you try using it. The thing wont move at all and the texture change when it's disabled. (if it can)

1) Create your door, I called it dr.
2) Create a multisource, I called it dr_ms. In the door's master value write the name of that multisource.
3) Create a button/trigger that will target the multisource.

Easy isn't it! When the multisource is off you wont be able to open the door. The only problem is that if you going to target the multisource with more then one object you'll have to activate all the objects only then it will be triggered. There are two ways to fix this:

First Way:
1) Make all the object that you want to target that multisource target a trigger_relay and make it target that multisource. You can set the trigger state if you want, off means it will only turn things off, on means it can only turn things on and toggle means it can only toggle things between on and off.

This way we created only one object that targets the multisource while all the other objects target the other object!
Posted 19 years ago2005-10-08 03:19:34 UTC
in Avatars Post #140217
Get a avatar that suits you and keep it! :glad:

I prefer my cacodeamon over my skull,tank,furry! :glad:

My avatars:

1)The Soviet Flag:
User posted image
2)A Tank Commander:
User posted image
3)Strogg's skull:
User posted image
4)A Cacodeamon:(and the avatar I'm using now)
User posted image
5)A furry:
User posted image
Posted 19 years ago2005-10-08 03:15:02 UTC
in Long time no see Post #140216
Welcome back :) ... I wasn't active when you were here so you probebly don't remember me! :roll:
Posted 19 years ago2005-10-07 16:17:46 UTC
in Scripting Post #140165
I'll try first with the attack animation and then with the trigger_monsterjump,although you said it's useless! :tired:
Posted 19 years ago2005-10-07 16:08:30 UTC
in Scripting Post #140162
Yes I now how the animation is called but will it jump with a scipted_seaquance or that I need to do something else? (like using trigger_monsterjump) :confused:

Edit:

I understand the bit about the animations now! But still is there a way to make him jump like he normally does?
Posted 19 years ago2005-10-07 15:50:04 UTC
in Downloading ZIP - How? Post #140156
WinAce is much better then both of them! ;)
Posted 19 years ago2005-10-07 15:47:05 UTC
in Scripting Post #140155
Who said it has to be a monster? :quizzical: I ment to a direction/to the place that I choose! :tired: The hit part is not as importent as the jump with the attack animation part!
Posted 19 years ago2005-10-07 15:37:13 UTC
in Competition 17 Post #140153
Yeah this time there are no cliffs in my map so it's easier! :biggrin:

I'm going to make stuff that most people would do with spirit but since I can't I'm doing it with hl1,although it's quite crazy to try to do it. :cry:

Can someone,please,answer my quastion! :nervous: It's very importent.
Posted 19 years ago2005-10-07 15:25:21 UTC
in Competition 17 Post #140145
Damn! :nervous: My map is awsome and I'm almost done with the layout! I just need to finish the elevator,a few little rooms,the test camber and the lightning of course. When I'm done with those I'll only have lots of entity work to do. :glad:
Posted 19 years ago2005-10-07 15:12:58 UTC
in Temporarily disabling triggers - multima Post #140137
Posted 19 years ago2005-10-07 15:07:32 UTC
in Links page Post #140134
I pimped it already,look before you post! :lol:
Posted 19 years ago2005-10-07 13:43:47 UTC
in buyin a computer soon and... Post #140096
Yes Pentium 3 does own alot, the latest Pentium-M's are based on the later Pentium 3 core, Tualatin, which has an 8-stage pipeline (VERY VERY SHORT, and fast).
It does!?! :nuts: My computer owns and it's 6 years old! :glad:
Posted 19 years ago2005-10-07 11:35:01 UTC
in infinite weapon boxes Post #140074
I thought he wanted a weapon that will never disapear! :
Posted 19 years ago2005-10-07 10:52:46 UTC
in Half-Life Sentences.txt Editor Post #140048
Cool where can I download it? Now all we need is a metiral.txt editor. :)
Posted 19 years ago2005-10-07 10:39:06 UTC
in buyin a computer soon and... Post #140043
Pentuim III owns!! :sarcastic:

Listen to m0p he knows alot about computers. ;)
Posted 19 years ago2005-10-07 09:48:39 UTC
in Scripting Post #140036
Make him do that attack animation! It will hit the scientist. But if the gun wont hit the scientist(the melee attack will surly hit him) make a aiscript that will make the scientist play a death animation with the 'leave corpse' flag ticked so he'll die at the end of that animation! ;)

...I'll post an example map! ;)

My problem is how to make the headcrab jump and hit! :tired:
Posted 19 years ago2005-10-07 04:40:52 UTC
in mis-translating my avatar Post #140014
Quakes or dooms! :badass:
Posted 19 years ago2005-10-07 04:39:43 UTC
in weapons for mods Post #140013
Isn't that the v_model! :confused:
Posted 19 years ago2005-10-07 04:33:20 UTC
in Locking door Post #140012
Posted 19 years ago2005-10-06 19:47:23 UTC
in Education Post #139957
Thats cause I mapped for a whole year! The basics I learned by myself the first three month. :roll:
Posted 19 years ago2005-10-06 19:42:18 UTC
in Links page Post #139954
Fileplanet sucks for you need to wait a whole hour to download something! :tired:
Posted 19 years ago2005-10-06 19:13:23 UTC
in Links page Post #139951
Posted 19 years ago2005-10-06 18:18:15 UTC
in Education Post #139949
Most of the people on this site are 12-18 years old! :o I'm 15, 10th greade.
Posted 19 years ago2005-10-06 18:01:11 UTC
in Scripting Post #139946
Ohh...but now back to the original quastion! Do I need a trigger_monsterjump or a scripted/aiscripted_seacquance to make a headcrab jump and hit! :tired:
Posted 19 years ago2005-10-06 17:58:15 UTC
in weapons for mods Post #139945
You need to model a few models! A w_model(how the weapon looks like on the ground) a v_model(how it looks in the hand of a monster/other player) and a p_model(how it will look in your own hands,this model also includes the hands that hold the weapon[If you want the player to see them])

To model you'll need a special program, like milkshape. After you built the models then you'll need to code so the weapon will do something and to include it in your mod! ;)

It's quite complicated the part with the coding and the part with the texturing of the models. :nervous:
Posted 19 years ago2005-10-06 17:40:50 UTC
in Links page Post #139937
Posted 19 years ago2005-10-06 17:36:32 UTC
in Scripting Post #139935
You can get any texture to ammit light if you edit the light.rad file so what does the ~ do?(I'm only intersted but the first quastion is much more importent,did it to revive this thread so someone will answer my quastion)
Posted 19 years ago2005-10-06 17:31:37 UTC
in Func rot mad Post #139934
The 'deg' vaule means how much will the door rotate,set it to 90! :glad:
Posted 19 years ago2005-10-06 15:53:04 UTC
in Avatars Post #139909
yep both of them were frasheD! :|
Posted 19 years ago2005-10-06 15:50:24 UTC
in Avatars Post #139907
But frasheD you are a stupid combine with a deformed head or a stormtrooper shiting! :zonked:
Posted 19 years ago2005-10-06 15:14:07 UTC
in infinite weapon boxes Post #139902
Oh...whoops. Write in the 'number of monsters' value -1(with the minus) to make it infinite! ;)
Posted 19 years ago2005-10-06 15:07:39 UTC
in Change decal color? Post #139897
Nice but will shoot the r_speeds sky high. :( Use a costom texture it's better and it will only take 1kb if you use only that one! :glad:
Posted 19 years ago2005-10-06 14:59:17 UTC
in Change decal color? Post #139893
Better to use costum textures! What if you want the decal to be on a solid brush? :quizzical:
Posted 19 years ago2005-10-06 14:50:18 UTC
in Change decal color? Post #139891
He has to have it if he wants a diffrent color! :
Posted 19 years ago2005-10-06 14:47:49 UTC
in infinite weapon boxes Post #139889
Max live childern -1??? Are you mad!?! :D The game can't render 5000 guns or so!! :roll: Change it to 10-20. ;)
Posted 19 years ago2005-10-06 14:44:48 UTC
in Change decal color? Post #139888
To include a wad just add a -wadinclude "wadname.wad" parameter to the bsp program. ;) (or was is the csg : not sure but probebly the bsp)

P.s- You don't have to add the .wad extention but they did it with the zhlt.wad so I do it too! :glad:
Posted 19 years ago2005-10-06 13:56:49 UTC
in Splash screen Post #139867
Put the bmp(size 640x480) in "mod folder"/gfx/shell. If you have won then the mod folder is in half-life. example: half-life/valve :)
Posted 19 years ago2005-10-05 17:49:22 UTC
in - Scripting Problem - Post #139606
Try the 'override AI' flag.(not sure if thats the right name) :roll:
Posted 19 years ago2005-10-05 17:42:47 UTC
in - Scripting Problem - Post #139600
Thats why you need the 'no interaptions' flag! ;) The prisoner flag makes them not attack!
Posted 19 years ago2005-10-05 17:40:05 UTC
in - Scripting Problem - Post #139598
Yeah in the script tick the 'no interaptions' flag to make the script override the grunts AI and in tick the grunt's prisoner flag to disable his AI forever! ;)
Posted 19 years ago2005-10-05 17:35:14 UTC
in - Scripting Problem - Post #139596
Try the "no interaptions" flag! :)
Posted 19 years ago2005-10-05 17:17:59 UTC
in Scripting Post #139587
Headcrab 1 and 2 aren't good at all for what I want the headcrab to do and as for your second seggestion I don't think he'll really jump and don't forget about the frame skiping! :aghast:
Posted 19 years ago2005-10-05 17:14:51 UTC
in mis-translating my avatar Post #139586
Opfor=Op4=Opposing-force
Posted 19 years ago2005-10-05 17:12:17 UTC
in Unamed map for an unamed mod! Post #139583
I always have problems to choose between gunmans textures, they are so good!! To bad the one who built the level is quite a bad mapper! :nervous:
Posted 19 years ago2005-10-05 17:05:01 UTC
in Scripting Post #139577
I'm not sure how to make a headcrab jump to a certain direction! Do I need a scripted seaqunce(will it jump) or a trigger_monsterjump.(will it hurt the object it hits) :zonked:

Even after someone answered my quastion please don't close this thread for I'll ask more quastions in it!(if I'll need more help with my compo map)
Posted 19 years ago2005-10-05 15:19:43 UTC
in mis-translating my avatar Post #139540
You have opfor,don't you! :lol: