Please, if someone know how can I modify that sprites, post it.
Thanks
Maybe you need a more complicated setup with a trigger_once and an env_explosion. And optionally a func_wall_toggle for the hole in the ground.How complicated, I added a trigger_once; func_breakable and an env_explosion .-.
Place it properly lolteh most stupid I asked in mah life lmao
What's happening with the mag?The mag is in wrong place, if u want I send u the model for you look
Then it looks like you didn't save your changes properly, or something like that. Milkshape works with files in its' own format, HL .smds should be imported and exported back. Probadbly you just saved your model in MS3D format, instead of export it to .smd.nah, I didnt save it in M23D, but ill make it again the skin, If that dont result, ill try with another version, thanks
You don´t need to compile/decompile the model, just open it in HLMViewer, make your texture (remember, indexed 256 colors) and open it in the texture tab of HLMV, save the model and you´re done.But im making a hacked skin, not a texture.
Tssk tssk. No problem if you're simply using them as placeholders internally, but please do not plagiarize or suggest it for anything intended for public release. No need to commit career suicide before you even start.WTF?
For bots? Most bots for Half-Life and its mods require manual creation of waypoints (very tedious work), the only exception I know of are the CS bots used in CS: CZ. Does the bots you've installed include any documentation? That's where I'd start lookinghave documentation, but I cant understand nothing
Are all of these the same place? The third image appears to be Aqar Quf, Iraq.Really thanks to everybody
Where did you get these ass quality images anyway? Were there no clues there?
I'm not sure, but it's probably the capital city.Lol, thanks for giving ur opinión
Are you hosting a game or joining a server ? If hosting, you selected Teamplay or FFA ? I also had that issue when I tried some Source 2013 programmingIs when ill play with bots alone.
"emit_sound : pitch 346 or "sv_startsound: sound = 2550"I was switch off the sound of buttons who activate the targets(and targets sound) but nothing
This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. The only known solution is to turn off the sound fx for both entitys....but that was for one case, feel free to experiment!
(For the SV also see SVC_BAD - since I am uncertain if it may not be related to memory overflow of too many entitys loading too many wavs into the precache. sv_startsound is just a guess so far....)
You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong."
Besides that, differ their volumes by 0.1 or their act time (entity start time) by 0.1 .
Try to decrease the HEV suit volume (CVAR = suitvolume)But problem is in cs, and the entitie havent got that option.
Impossibru!
BEVEL is a variant of NULL that saves on clipnodes as the faces become non-solid. It's a good optimization technique if you're making a large map.Tell me what is a clipnode. Thanks