Forum posts

Posted 20 years ago2003-10-29 18:20:43 UTC
in Uplink Machine Gun Post #3593
Have you changed the bullet type? The default is no bullets.
Posted 20 years ago2003-10-29 18:19:39 UTC
in Uplink Machine Gun Post #3592
In HL:Uplink there was a heavy machine gun turret that you could use to kill some grunts. I am trying to create something similar in the mod I'm making. I used a func_tank but when I use it it just suddenly moves forward extremely quickly, sometimes "crushing" me, or it just won't fire. I can get stuff like func_tanklasers to fire right (without sound) but the func_tank dosen't do anything when I fire it. Thanks everyone. :)
Posted 20 years ago2003-10-29 17:31:47 UTC
in Geeky Nerdy Thread [Danger of Death] Post #3590
This tread isn't nearly as lethal as I had hoped for. :lol: :lol: :P :D ;)
Posted 20 years ago2003-10-29 17:22:10 UTC
in What mods do you like and why? Post #3589
got thief dark age but it is SOOOOOOOOOO hard. fun though...
Posted 20 years ago2003-10-29 17:14:58 UTC
in Completely OFF TOPIC!!! (Music). Post #3587
WOOO! IRON MAIDEN ROCK! im gonna c them on the 7th december (as i have pointed out more timex than is good for all of us...)
Posted 20 years ago2003-10-29 17:12:50 UTC
in Geeky Nerdy Thread [Danger of Death] Post #3586
nerds. u actually know what all this stuff means, and u even bring it in2 open conversation! for the love of god, go be nerds on www.cyberiapc.com ! every1 there has theyre pc spaces as thier signatures!!!
Posted 20 years ago2003-10-29 17:09:35 UTC
in tanklaser Post #3585
well i got the colour, but theres stilll sh*t jumpin all over the place when i fire and if i use the turret, walk away, come back and use it again nothing happens? when i walk away i DO let go.
Posted 20 years ago2003-10-29 17:08:10 UTC
in Hidden Doorways? Post #3584
ive had textures disappearin on 1 side but that was a prob with vertex manip.
Posted 20 years ago2003-10-29 17:06:17 UTC
in Going to kill the cameraman... Post #3583
dunno. i when i use cams i just have an info_target where i want it 2 point. used that 4 the intro in my tower map. and how is the cam triggered? if its by button then a multimanager activating a teleporter around the button can teleport him, but why do u need him teleported?
Posted 20 years ago2003-10-29 17:03:44 UTC
in textures Post #3582
right. lighting. is there any errors that occur in the vis or rad like leaks? and have you even placed any lights? if your using ZHLT (you should) then it automatically fullbrights ur map if no lights r placed. nlike zombieloffe said, make sure when u compile that normal is ticked under run rad.
Posted 20 years ago2003-10-29 16:48:33 UTC
in textures Post #3581
Me too. How do you zip it?
Posted 20 years ago2003-10-29 16:42:27 UTC
in dedicated server Post #3580
2 cpu's? Like Master dedicated and Slave dedicated server?
Posted 20 years ago2003-10-29 16:38:23 UTC
in Exceeding max patches Post #3579
I will try that. Thanks Jobabob
Posted 20 years ago2003-10-29 16:31:47 UTC
in Going to kill the cameraman... Post #3578
Well, I managed to make my first camera work, it just does a little voyage to stop and let the player see how a door above him opens, so the camera ends its travel looking up... The thing is that when the camera reaches its last path_corner it does little, silly bounces up and down until it finally stays quiet. The original intention was to keep the camera still, without bounces.
How do I do to eliminate those bounces???!!!!!, they?re really gettting me out of my mind!.
By the way, I suppose that if you want to hide the player from view you must teleport him near but to trigger a teleport an entity must MOVE in its area and if the player doesn?t move because the camera took control of him, what do I do?.
Thanks.
Warm regards.
Posted 20 years ago2003-10-29 16:25:25 UTC
in Good upcoming CS map Post #3577
And I say this topic was for showing that link and nothing else. Case closed. No discussion. NO MORE POSTS ON THIS TOPIC UNLESS IT'S RELEVANT TO THE LINK!!! :zonked:
Posted 20 years ago2003-10-29 15:49:15 UTC
in What mods do you like and why? Post #3576
I reset my clock myself. /me is a big boy now!
Posted 20 years ago2003-10-29 15:34:19 UTC
in Completely OFF TOPIC!!! (Music). Post #3575
Sariborius!!!!!!!!!!. I REALLY HATE YOU :P. Just Kidding... Damn, they don?t come to Spain as often as I would like but... What do you think about DEATHCULT ARMAGEDDON?. I think is a very strong plus beautiful album, following close the tracks of PURITANIC EUPHORICAL MISANTHROPIA, I like it... Anyway, those strange pseudo-military sound annoy me a little, I thought that the relationships between black metal and political diseases was over, what do you think about that?. I read in an interview with Silenoz that "politics are for the politicians" but these samples annoy me much!.
Posted 20 years ago2003-10-29 15:20:39 UTC
in Completely OFF TOPIC!!! (Music). Post #3574
please dont break the forums
Posted 20 years ago2003-10-29 14:41:55 UTC
in multi-textured brushes Post #3573
JOKE
yes you can ungroup a box! Just open up the .map file in notepad and manually delete all the sides of the box except one, then open the .map in Hammer. Too bad it won't compile :P
Posted 20 years ago2003-10-29 14:27:33 UTC
in Completely OFF TOPIC!!! (Music). Post #3572
IT WORKED OMG OMG OMG
again:
<snipped img>
:D
Posted 20 years ago2003-10-29 14:26:43 UTC
in Completely OFF TOPIC!!! (Music). Post #3571
now lets see if it works...humpa:
<snipped img>
Posted 20 years ago2003-10-29 14:25:06 UTC
in dedicated server Post #3570
just use 2 comps... that should work...
but if it dosnt make it un-dedicated on 1 of em ;)
Posted 20 years ago2003-10-29 14:23:19 UTC
in multi-textured brushes Post #3569
you cant ungroup a box... a hollowed box but not a box...
Posted 20 years ago2003-10-29 14:07:14 UTC
in multi-textured brushes Post #3568
select the box and ungroup it... then add the textures to the individual sides...

if that doesnt work..... make the brush hollow with a thickness of 2 and then ungroup it...

hope this helps.....
Posted 20 years ago2003-10-29 13:33:41 UTC
in dedicated server Post #3567
no idea :
Posted 20 years ago2003-10-29 13:19:06 UTC
in dedicated server Post #3566
do you have to pay to have a dedicated server or can uyou have two computers? :zonked:
Posted 20 years ago2003-10-29 12:50:46 UTC
in textures Post #3565
nope.
"appears to be a invalid archive"
;)
Posted 20 years ago2003-10-29 12:48:13 UTC
in PROBLEM Post #3564
Posted 20 years ago2003-10-29 12:47:57 UTC
in PROBLEM Post #3563
that would be a bad idea
just read this tutorial about setting up worldcraft instead, that will be easier.
Posted 20 years ago2003-10-29 12:37:10 UTC
in PROBLEM Post #3562
ill just delete all my hammer files and you all send me hammer with the configured shit???
Posted 20 years ago2003-10-29 12:28:11 UTC
in textures Post #3561
sorry about that.... i think u can download it now
Posted 20 years ago2003-10-29 12:19:48 UTC
in PROBLEM Post #3560
umm what bout my problem????....lol :P
Posted 20 years ago2003-10-29 12:15:31 UTC
in Completely OFF TOPIC!!! (Music). Post #3559
Hey Marlborometal!
I've got Deathcult Armageddon...AND i saw Dimmu Borgir live 2 days ago=)=)=)=)=)=)
Posted 20 years ago2003-10-29 11:10:57 UTC
in Good upcoming CS map Post #3557
I think the topic title is an oxymoron
Posted 20 years ago2003-10-29 11:09:09 UTC
in Exceeding max patches Post #3556
try running rad with the command line parameter '-sparse', this will remove the limitation entirely
Posted 20 years ago2003-10-29 09:14:19 UTC
in Exceeding max patches Post #3555
Is there a way to run zhlt without patches limit?
Posted 20 years ago2003-10-29 08:47:17 UTC
in textures Post #3554
i couldnt download the file(appeared to be an "invalid file type" or something like that, but describe your problems alittle more
the way to bright problem i had back when i was n00b, it's probably because when you're compiling, the "run rad"?thing is ticked to "no".
Posted 20 years ago2003-10-29 06:33:38 UTC
in Good upcoming CS map Post #3552
Irrelevant to the original idea of this topic.
Posted 20 years ago2003-10-29 05:08:02 UTC
in Good upcoming CS map Post #3551
mine are more correct though
Posted 20 years ago2003-10-29 05:07:30 UTC
in New to hammer and need help Post #3550
func_water, and its a brush entity. You need to set its render mode to texture and render amount to a value around 200 or so. To make it so you can't see through the water when you're in it (meaning so you can't see whats above the water), put a 1 unit thick func_water brush on the very top of the water surface with default properties
Posted 20 years ago2003-10-29 04:48:18 UTC
in Good upcoming CS map Post #3549
Well anyone has their own thoughts.
Posted 20 years ago2003-10-29 03:54:37 UTC
in textures Post #3548
am having some trouble getting the right textures....... the map just doesnt seem like one...... and also.... its way too bright... uploaded in the unfinished maps by the name cs_shootout....
please help
Posted 20 years ago2003-10-28 22:50:15 UTC
in New to hammer and need help Post #3547
ok seventh what entity would i use to see through water while not in the water?
Posted 20 years ago2003-10-28 20:53:51 UTC
in Hidden Doorways? Post #3545
tlax taught me this
try making 1 face of the illusionary textured with {BLUE and set render mode to "solid" and render amount to 255.
thatll make the blue 1 invisible and the normally textured one visible
Posted 20 years ago2003-10-28 20:40:37 UTC
in Hidden Doorways? Post #3544
Great I will try that out.
Posted 20 years ago2003-10-28 20:35:41 UTC
in What mods do you like and why? Post #3543
metal gear solid owns em all
Posted 20 years ago2003-10-28 20:26:17 UTC
in Geeky Nerdy Thread [Danger of Death] Post #3542
yah even i dont get that 64MB SDR crap or the 333MHz memory clock speed stuff and i thought i was supernerd!
Posted 20 years ago2003-10-28 20:23:57 UTC
in Couple of questions Post #3541
a tip: dont use counter-strike textures for half-life. Half-life.wad has plenty of fine textures ;)
Posted 20 years ago2003-10-28 20:19:56 UTC
in Hidden Doorways? Post #3540
to create a illusion, a texture only(no brush), make a brush and tie it to the entity func_illusionary. now to make it invisible from the OTHER side i have no friggin idea of how to make ;)
Posted 20 years ago2003-10-28 20:06:43 UTC
in Hidden Doorways? Post #3539
Hey,

I just started to create my first map. Ok, OK it is just a generic killbox but you got to start some where :cool:

Anyways I thought on adding rooms on the outside but I wanted to hide the entryway to the hallway leading to the other room. I have seen other maps that use the texture to hid the entry way and after the player passes through the entry, the player can turn around and see through the texture and shoot through the texture.

How do you do that?