Forum posts

Posted 21 years ago2003-11-08 10:19:07 UTC
in Completely OFF TOPIC!!! (Music). Post #4254
iron maiden kick ass. but yknow whats REALLY crap? ppl i know hav started comparing the darkness spit to queen!
Posted 21 years ago2003-11-08 09:53:43 UTC
in how do i make enemies? Post #4252
is there an echo in here?
Posted 21 years ago2003-11-08 09:53:23 UTC
in how do i make enemies? Post #4251
is there an echo in here?
Posted 21 years ago2003-11-08 09:52:56 UTC
in how do i make enemies? Post #4250
is there an echo in here?
Posted 21 years ago2003-11-08 09:52:22 UTC
in how do i make weapons? Post #4249
sounds a bit like the other post.
Posted 21 years ago2003-11-08 09:50:51 UTC
in how do i make enemies? Post #4248
yeah spirit gets annoyin. i want an alien grunt 2 follow me. unfortunatley i hav 2 put up with the alien grunt talking like a barney and nto shooting scientists or real barneys.
Posted 21 years ago2003-11-08 09:33:33 UTC
in screenshot Post #4247
rofl :D
IrfanView is the best freeware image viewer/converter around. Try that to convert images.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-08 09:31:53 UTC
in compiling Post #4246
Uh - what happens? Teensy bit helpful :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-08 09:00:00 UTC
in Trekkies Post #4245
lol...
Posted 21 years ago2003-11-08 08:59:34 UTC
in Completely OFF TOPIC!!! (Music). Post #4244
the only good music from europe is New wave of british heavy metal(iron maiden and them) and nightwish
Posted 21 years ago2003-11-08 08:51:45 UTC
in Completely OFF TOPIC!!! (Music). Post #4242
Hehe, I loved it. Still I enjoy if I hear it but my ears are now wider... By the way, I re-listened to Nexus Polaris, the first Covenant album and it?s REALLY recommendable!!!. Astennu on Guitars and Hellhammer on drums, not to mention Nagash on vocals and bass... And Sarah Jezebel Deeva in some songs... It?s really good musically. Try it if you can :).
Posted 21 years ago2003-11-08 08:51:00 UTC
in compiling Post #4241
configured wrong?
Posted 21 years ago2003-11-08 08:47:28 UTC
in how do i make enemies? Post #4240
You know, as I don?t use spirit I can?t tell. Just read somewhere that monster behaviour could be changed with other monster?s.
Posted 21 years ago2003-11-08 08:44:01 UTC
in Something I found out. Post #4239
Hehe, but the thing is more funny if he needs to follow you ;). I thought about an ambient generic and a scientist with the "Gag" on but then he would look as a ventriloque... For it to look right an animation would be needed (added) to the model, and that animation should be as long as the speech so think about an animation per speech.
Other possibility is to code another entity copying the code from the scientist and removing just those annoying phrases from the code... But some things are needed:
-Knoledge of C.
-The full SDK.
-A dll with the new code to be included with the mod... Once again, too big.
Posted 21 years ago2003-11-08 08:42:30 UTC
in A question Post #4238
Glassy
That other was render purkaaa
Posted 21 years ago2003-11-08 08:18:56 UTC
in Booleans? Post #4237
if you don't have nothing helpfull to add don't say it

multimanagers and env_globals are the easyest to work with,
have a look around the verc collective for a tutorial
Posted 21 years ago2003-11-08 08:05:30 UTC
in screenshot Post #4235
yes, but hl creates bmp files, so don't you dare post bmp files!!!
i hate waiting 15 mins to see one tiny screenshot when i could have been a fraction of the size

do it for the love of 56k!
Posted 21 years ago2003-11-08 07:53:16 UTC
in how do i make weapons? Post #4233
actually, it is - ever tried it? ;)
Posted 21 years ago2003-11-08 07:52:20 UTC
in how do i make enemies? Post #4232
spirit, spirit spirrit...
its all half-bull

spirit won't do everything you asked for, you'll need to know modeling, coding, and did i mention coding (c++) and modeling...

i don't mean to be rude but youre way in over your head
Posted 21 years ago2003-11-08 07:49:17 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #4231
quit spamming
Posted 21 years ago2003-11-08 06:56:13 UTC
in compiling Post #4230
i fallowed the instructions so many times and it still keeps getten messed up and i dont know why
Posted 21 years ago2003-11-08 06:02:18 UTC
in Booleans? Post #4229
NOR - If all false YES, else NO
XOR - If different YES, all other cases NO

I love logic gates, however I will again say you CANT do advanced boolean logic in halflife, despite what entities you use! Easy example, you want something to happen when a player is NOT standing in a field, there really isn't a proper way of doing that.
Posted 21 years ago2003-11-08 03:05:01 UTC
in Booleans? Post #4228
Well, they're still around!

I reckon you could make more complicated logic using multi_managers and multisources. That's pretty much how it is in real life, remember :cool:.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-08 03:02:31 UTC
in Something I found out. Post #4227
"I never suspected such things could beee"

I don't know of another way; maybe spawning a scientist with a monstermaker just before you need him?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-08 02:10:28 UTC
in Something I found out. Post #4226
Hmmmm interesting...
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 01:20:49 UTC
in Booleans? Post #4225
Ahh... Amstrad and Spectrum... Boolean system... If, then, else, or... Logic operators... These were good times (sorry for this little spam but I feel nostalgic).
Posted 21 years ago2003-11-08 01:18:25 UTC
in Something I found out. Post #4224
Investigating on Anthony?s post I found out something interesting... Aren?t you tired of the scientist?s cheesy talk?, haven?t you ever wished they could stay silent instead randomly saying "Who is responsible of this!!!"?... Well, this is made with the "Gag" flag but then the scientist won?t talk at all. Imagine you?re mapping something and need a scientist to talk JUST what you want him to talk with a Scripted_sentence... With Gag he won?t and without he may spawn some random stuff...
Seems quite difficult to solve and I found a way of radically prescinding of these phrases... Just locate them in the sentences.txt file and then put a // in front of them or replace their sound with an empty sound (just create one with the windows recorder or record some silence). They won?t say anything except of what you want.
And maybe I?m just telling stupid things and there is an easier and healthier way to make this (well, modifying sentences.txt implies distributing it with the map and therefore making a mod). Does anybody know something?. I need it although this method is working for now ;) (actually there?s only one scientist in the map and he only says what I want so there?s no possibility I want random phrases).
Posted 21 years ago2003-11-08 01:17:24 UTC
in Some map help needed Post #4223
Also with those monsters sitting there, the monstermaker doesn't work. Help. My scientists look like retards :lol:
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 01:17:15 UTC
in Some map help needed Post #4222
Also with those monsters sitting there, the monstermaker doesn't work. Help. My scientists look like retards
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 00:56:49 UTC
in Speech for Scientists and Barney Post #4221
All right, map posted to the Example Vault... Check it out. With this the scientist will say something when you pick up the gun and another when the computer is broken.
The map quality is poor but I spawned it in a minute :P. Ah, don?t forget to blow his head up!.
PS: The scientist will, as all scientists, say stupid things randomly. You can turn this off turning the "Gag" flag on, but then they won?t react to scripted sentences. It?s really annoying, but it works this way. I wonder if I could delete the stupid things they say from "Sentences.txt"...
Posted 21 years ago2003-11-08 00:14:12 UTC
in Some map help needed Post #4220
Hey Andy, read the "speech for scientists and barney' forum. There's another problem on there (I put it in the wrong one). Thanks for your help in the explosion thing. The dancing scientist thing is because of the fact that they can see the monsters. By making the monsters 'prisoners' they dont do that, but when the explosion goes off the monsters just sit there.
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 00:11:46 UTC
in Speech for Scientists and Barney Post #4219
OK the maps on now...download it and check it out. Also any suggestions for how to 'spice it up' gladly appreciated... :P
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 00:11:40 UTC
in Speech for Scientists and Barney Post #4218
OK the maps on now...download it and check it out. Also any suggestions for how to 'spice it up' gladly appreciated...
AJ AJGlorious Overlord
Posted 21 years ago2003-11-08 00:01:51 UTC
in Speech for Scientists and Barney Post #4217
Yeah send it
I now have another problem (suprise suprise). I set up the map i posted plus its continuation. I linked them with the changelevel thing. It works but this is what happens
1. Facing the wrong way
2. In the next map, there are 3 scientists stuck in the floor and about 6 scientist outside the level (in the void) just standing there, plus a variety of aliens and scientists falling past them. WTF??!!! I have no idea what is going on. On the console it says stuff like 'got a velocity too low' or something like that. :confused: Rather strange...
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 23:38:47 UTC
in a scripted thing Post #4216
Scripted sequences will do the trick as they don?t interfiere with the monsters AI (they won?t attack till the script is done). Just make a scripted sequence for monster and put it where the destination point is. If you want a path I think you should make a scripted sequence per point, making each one triggers the next.
Posted 21 years ago2003-11-07 23:27:48 UTC
in Speech for Scientists and Barney Post #4215
I?ll do it as soon as I need it... If you want it, I can send you a draft of the maps, for you to look at and laugh :P.
Anthony, still need that map?.
Posted 21 years ago2003-11-07 23:15:00 UTC
in Some map help needed Post #4214
Hey it finally ran. Nice touch with the automatic door and the elevator. Now I want to know what's going on behind this. I wish to know how to do all that :D
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 22:35:05 UTC
in Some map help needed Post #4213
Could I ask what an info_node is?
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 22:16:44 UTC
in Some map help needed Post #4212
OK thanks.
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 21:50:03 UTC
in What mods do you like and why? Post #4211
I like they hunger 1 and 3
Posted 21 years ago2003-11-07 19:42:19 UTC
in Teleports? Post #4210
dont name them
Posted 21 years ago2003-11-07 19:29:40 UTC
in Teleports? Post #4209
Humm Have to check that out is that in the flags or somewhere else?

Maybe I could see it if I turn off SmartEdit?

LOL just guessing
Posted 21 years ago2003-11-07 19:18:09 UTC
in Booleans? Post #4208
queer.
Posted 21 years ago2003-11-07 19:15:50 UTC
in Booleans? Post #4207
:nuts: yep
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 19:12:43 UTC
in a scripted thing Post #4206
aiscripted_sequence.or mayb sprit. and multimanager surprisingly simple really. something triggers it. take smartedit off and put the name and .001 (if u want instant trigger) and viola.
Posted 21 years ago2003-11-07 19:09:04 UTC
in half life quitting Post #4205
Posted 21 years ago2003-11-07 19:05:04 UTC
in Booleans? Post #4204
...XOR?NOR?
Posted 21 years ago2003-11-07 18:57:15 UTC
in What mods do you like and why? Post #4203
you lot are so backwards
Heart of Evil was so perfect it altered the state of my mind....like the end by the doors.....VIETNAM VIETNAM VIETNAM......

anyway, it is simply the most amazing mod ever. weapons textures monsters weather sounds plot you name it, it kicks botty

BTW it has an awesome chainsaw
Posted 21 years ago2003-11-07 18:46:09 UTC
in a scripted thing Post #4202
Here's the deal: player passes through trigger_once which triggers 6 grunts. How do I get these grunts to then run to path_corner routes I've made without attacking the player, then resume normality when they've reached the destinations? I'm wondering about multimanager bit it's a bit complex to grasp on my own.......
Posted 21 years ago2003-11-07 18:28:22 UTC
in how do i make weapons? Post #4201
then download some Linux ISO's!

Creating your own weapons is hardly a trivial task..