Forum posts

Posted 20 years ago2004-08-01 22:17:21 UTC
in ToDo Post #47464
The last time he logged in was 6 days ago, thinik hes working on website.
Posted 20 years ago2004-08-01 19:06:15 UTC
in Twhl is becoming concious again! Post #47451
Twhl died a long time ago, or so it seemed. I havent seen any map spamming in the past few weeks (or I have seen very little). And the screenshots of maps in the vault now look like good quality maps, cs or not, they look good. Loving this Kasperg guy, seems to have skills at mapping.
Posted 20 years ago2004-08-01 19:02:44 UTC
in did anyone ever notice in hl... Post #47450
I have had 2 scientists and a Barney follow me one time.
Posted 20 years ago2004-08-01 19:02:04 UTC
in Lambda Dam Post #47449
Im just asking is there is any signifcance to the game, I already know what a dam does.
Posted 20 years ago2004-08-01 13:18:50 UTC
in Lambda Dam Post #47363
What is the signifcance of the Lambda dam?! There must be something that I am missing because it is in every part of the Black Mesa incedent series, including Point Of View.
Posted 20 years ago2004-08-01 13:17:42 UTC
in favorite hl hero or villian Post #47362
Hmmmmm... Take a guess who is for me.
Posted 20 years ago2004-08-01 13:15:31 UTC
in Monstermaker spawn grenades? Post #47360
Im using Spirit, it could be that Spirit doesnt support grenades with mosntermaker, but Im content with env_explosion, and I WANT THE XPLOSION TO HURT THE PLAY, Stop telling me how to make it so that it doesnt hurt you!
Posted 20 years ago2004-07-31 21:03:09 UTC
in weird glass door problem Post #47275
OK, well thats easy, get your trigger_multiple, set it the same height and width of the door but have the thickness of the trigger extend away from the door a few units, I usually use 16. Now set up a name for your door and set the trigger_multiple's target to the name of your door. Now it should open your door, glass and all, all at once.
Posted 20 years ago2004-07-31 20:59:38 UTC
in Monstermaker spawn grenades? Post #47274
Wow that was bad...
Posted 20 years ago2004-07-31 20:59:24 UTC
in Monstermaker spawn grenades? Post #47273
Dont want to program an fgd, and that wouldnt changea ntyhina nway, Spirit wouldnt support the new stuff.
Posted 20 years ago2004-07-31 20:53:00 UTC
in hl .fgd in cs?? Post #47271
Can you use fgds to map steam maps? You just wont get all the options right?
Posted 20 years ago2004-07-31 20:52:20 UTC
in Monstermaker spawn grenades? Post #47269
Env_explosion includes damage witht eh explosion magnitude, if you don't find a ay to move from the explosion your hurt 80 damage, Which isnt good because health in this game is extremly rare.
Posted 20 years ago2004-07-31 20:14:42 UTC
in Monstermaker spawn grenades? Post #47259
Well I have discovered that you absolutley CANNOT spawn grenades or satchel charges through monster makers, I tried it in other maps it it just doesnt ork. Looks like Im going to have to create a makeshift grenade with models and env_explosion.
Posted 20 years ago2004-07-31 20:13:33 UTC
in weird glass door problem Post #47258
I think I know what your talking about. Sounds like you could try the method abov, but if that doesn't work to your liking, sorry, Im clueless.
Posted 20 years ago2004-07-31 20:01:38 UTC
in weird glass door problem Post #47253
I cant decode that picture... What kind of door is it? Pure glass or part glass and the other half metal/wood/whatever. Well you could try making to separate doors, setting them to the same name, one glass, and the other ebng the rest of your door. Put a trigger multiple right in front of the door and youve got a glass door thingymajig. Wait, was that even what your asking?
Posted 20 years ago2004-07-31 19:42:22 UTC
in avatars Post #47245
1. Marshmallow Madness is very funny and so is the original Madness Combat
2. Its not supposed to be funny most of the time
3. What do you not find cool about people with crosses for faces killing each other! Come ON man!
Posted 20 years ago2004-07-31 19:27:38 UTC
in Items/moving monsters dont carry over Post #47239
I dont know how to use scriptec sentences/sequences, (though I can do speakers) I am really good at faking sentences with ambient generics, but i dont know how to make a grunt move with a scripted sequence, and there isnt a tutorial on it either. Anyway, Yeah, I know I set it up right, name the trigger the same as the landmark and have everything that needs to carry over inside the block. but it didn't work. So I guess 'll just have to do with no going back. Most of the tim your path back is blocked anyway so it shouldnt interfere with the gameplay.
Posted 20 years ago2004-07-31 19:24:53 UTC
in Monstermaker spawn grenades? Post #47235
mosnter_handgrenade didn't work. From now on assumeIve already tried what Im asking, usually I have. (I tried this too). And I want to to act as a normal hand grnade. In Life Gear, in a ventalation shaft you can go 2 ways, one lead to a fan with a magnum behind it. Blocking to fan is a breakable vent thingy. When you break it you hear grunts say "I hear something. Affirmative. Fire in the hole!" And a grenade is supposed to dropbehind you. You'll have to figure out how to avoid it yourself, Life gear is a very puzzling game and I dont want to give anyhing away. Anyway, back to the monstermaker, uhh, eah, it didnt work.
Posted 20 years ago2004-07-31 17:20:08 UTC
in Items/moving monsters dont carry over Post #47179
I put the items and the landmark and the map change iside of it, it didn't work.
Posted 20 years ago2004-07-31 17:19:36 UTC
in Monstermaker spawn grenades? Post #47178
Im talking about monster_handgrenade
Posted 20 years ago2004-07-31 16:57:01 UTC
in avatars Post #47172
Hank J. Winbleton will kill you all!
Posted 20 years ago2004-07-31 16:56:36 UTC
in avatars Post #47171
Took a screenshot of Madness Combat and shrunk it.
Posted 20 years ago2004-07-31 16:53:27 UTC
in Monstermaker spawn grenades? Post #47169
And Ive tried but I dont know if Im doing it right.
Posted 20 years ago2004-07-31 16:53:09 UTC
in Monstermaker spawn grenades? Post #47168
I need to somehow spawn grenades. Is it possible to spawn grenades through monstermaker?
Posted 20 years ago2004-07-31 15:36:58 UTC
in Items/moving monsters dont carry over Post #47140
Well trigger_transition didn't work. Still nothing when I went back.
Posted 20 years ago2004-07-31 15:09:22 UTC
in Items/moving monsters dont carry over Post #47137
Heres how it was with the grunt(if I cant fix this there will be no going back with maps in Life Gear[no reason to anyway]) Maps so far:
Stealth1 (title/crowbar, very short)
Stealth2 (the one with the items)
Stealth3 (the one with the grunt)

Now I get to the end of stealth2 and into stealth3, the grunt is moving. But if I go back into stealth2 items disappear (will look into trigger_transition) and if I go back into stealth3 from there the grunt has stopped moving, but is in the same place as he was when I went to stealth2. Every entity in stealth3 is there, but the grunt wont move. Is this part of the data problem?
Posted 20 years ago2004-07-31 10:57:31 UTC
in bad surface extents Post #47083
Bad surface extent is when something is stecthed/shrunken too much. Has nothing to do with size of your map and it isnt picked up by checking for errors. Your going to have to look over the whole map.
Its usually 1 unit thick walls that you acciedntally shrink and stuff so start wih the small sides.
Posted 20 years ago2004-07-30 22:16:45 UTC
in Items/moving monsters dont carry over Post #46914
When I made a map change for Life Gear the map changed worked fine but everything on the other side didnt. This was how it is:
I got a grunt moving in a square around the edge of the map and on the other map (the one you came from) there is 9mm ammo, a battery and a healthkit. But if you walk back into the map change the items arent there anymore and if ou go back from that the grunt stops walking!
Posted 20 years ago2004-07-30 21:50:30 UTC
in Calling all C++ programers!(not just HL) Post #46913
I can combine, read and edit (to an extent) Will that do?
Posted 20 years ago2004-07-30 21:49:18 UTC
in ERROR: Leaf saw into leaf portal Post #46912
??? Anyway, some how it was related to face splitting? Something like that... Some how these problems have a wa of forming with stuff that have nothing o do with anything.
Posted 20 years ago2004-07-30 17:01:03 UTC
in ERROR: Leaf saw into leaf portal Post #46853
Well i got some error compiling the begining of the third map in Life gear and I got some error saying something about vis seeing into leaf portal error or something like that. What does it mean, and what does it do?
Posted 20 years ago2004-07-30 14:41:16 UTC
in More stealth help please Post #46782
It worked, thanks hazardous. Now to continue with Life Gear.
Posted 20 years ago2004-07-30 14:40:07 UTC
in health charger and cs Post #46781
Half Life weapons dont work in cs since 1.5 I think. I had to place all the weapons (cs weapons) with cs deathamtch.
Posted 20 years ago2004-07-30 13:57:52 UTC
in More stealth help please Post #46764
Stealth mod that Im making. Run around, be silent, be careful who you shoot etc. Using more tiggers than you can think ever think of using. Anyway, problem map submitted.
Posted 20 years ago2004-07-30 13:35:00 UTC
in More stealth help please Post #46756
Ill make an exact rplica and upload, cant upload whole map because maps for Life gear are HUGE and this is just a small part of it.
Posted 20 years ago2004-07-30 13:01:39 UTC
in More stealth help please Post #46751
Run into yet another problem. I got a scurity camera set up. Its field of vision is visible via fade blocks tied to a func_illusionary. If you walk into the field of vision grunts are all around you. Im trying to set it up so that you can shoot the camera and blow it up. I already have it deactivating the grunts, but I dont know how to make the field of vision diassappear.
Posted 20 years ago2004-07-30 11:41:56 UTC
in health charger and cs Post #46744
HEV chargers work in every game. I even played crossfire in my cs server.
Posted 20 years ago2004-07-30 11:39:56 UTC
in black mesa's profile Post #46742
Isnt the "administrator" The gman?
Posted 20 years ago2004-07-30 11:39:09 UTC
in Monsters WILL NOT move (spirit) Post #46740
A huge extension that you absolutly NEED when making mods like stealth mods. Play Swiss Cheese Halloween, it used Spirit.
Posted 20 years ago2004-07-30 01:48:18 UTC
in Monsters WILL NOT move (spirit) Post #46547
Have no idea how it worked in other maps though.
Posted 20 years ago2004-07-30 01:47:56 UTC
in Monsters WILL NOT move (spirit) Post #46546
Already had them all checked, about 3 times. After messing around for about half an hour I finally somehow realized the path_corners were too close together for the guy to move (how gay of a problem is that?!)
Posted 20 years ago2004-07-30 00:52:51 UTC
in Monsters WILL NOT move (spirit) Post #46542
AAAAAAAAHHHHHHHHHHHH!!!!!!! I PUT THE EXACT SAME THING IN A DIFFEENT MAP AND HE MOVES! WHAT THE HELL IS GOING ON HERE?!?!?!?
Posted 20 years ago2004-07-30 00:25:11 UTC
in Monsters WILL NOT move (spirit) Post #46541
Yet another question in ned of answering for my stealth mod (Called Life Gear, will refer to it by its name form now on). I just can't get monsters to follow path_corners in Spirit!!! I have it set up like this:
4 path_corners named walk1, walk2, walk3, walk4
Properties: walk1 goes to walk2, walk2 goes to walk3 etc... Nothing was changed from the defaults other than the next path_corner to go to.
The monster is Barney, I have him set with no name and with a patrol path of walk1. His trigger is spawn3 (grunts come out if your caught) and trigger condtition is take damage. His reaction to player is enemy and his behavior is set o human military. His weapon is 357. Everything else is no different than the default.

Now for some stupid reason he won't walk!!!
Posted 20 years ago2004-07-29 21:42:29 UTC
in Spirit Program Problem... Post #46510
Get it from someone atTWHL perhaps? Bet you wont get the same error.
Posted 20 years ago2004-07-29 20:43:57 UTC
in How much space... Post #46490
6.5 gigs, most of the mods I have I dont even play though.
Posted 20 years ago2004-07-29 18:58:03 UTC
in Games and violence Post #46480
Actually there are kids who kill people because of games. But those people are sad and have mental problems that need to be sorted out. Any kid with a decently sized brain knows its just a game.
Posted 20 years ago2004-07-29 18:56:46 UTC
in Spirit Patrol Path? Post #46479
Already did, but its not working. And there is no target for monsters in Spirit. Also, trigger_target doesnt work either.
Posted 20 years ago2004-07-29 16:31:05 UTC
in Spirit Patrol Path? Post #46450
Sorry for all the questions today, but Im getting a lot of bugs for my map. For Spirit, is the patrol path the same as target in normal mapping?
Posted 20 years ago2004-07-29 15:32:32 UTC
in tfc pistol ingame isn't the same Post #46437
Dude thas awesome! Thanks, just changed 9mm handgun to a usp model ripped from cs, see the mdel here

http://skinshack.counter-strike.net/images/large/socomlg.jpg
Posted 20 years ago2004-07-29 14:48:41 UTC
in tfc pistol ingame isn't the same Post #46432
cool! I just found out that usp models from cs are about 80% compatable with the 9mm handgun model! The only glitches are that the reload for 9mm is the deploy animation for the usp and sometimes it will look like the gun is fireing, when tis not. But everything else works! Cool!