Forum posts

Posted 21 years ago2003-11-06 19:27:45 UTC
in how do i make weapons? Post #4141
Slightly lookalike mail :P...
To make a new weapon you must code it... Refer to the other post you did. You can change the model and skin for your weapon but if you set the Glock to a Mega-Great-God-Laser skin and model it will still behave like... a Glock.
It?s hard to do. Maybe you can ask someone to do it for you or if you know C I can ask you to do it for me :P.
Posted 21 years ago2003-11-06 19:25:44 UTC
in how do i make enemies? Post #4140
To insert a new model use Spirit, ask Vassy, think he uses it... It?s some sort of HL port with added stuff, new entities, multiple entities in a single brush... Don?t know, never used it as it ain?t compatible with classic HL (if you use this new stuff).
You can also get a Pak viewer and change the grunt model for the Barney model. This could work altough grunts have at least 3 or 4 different skins/models and Barneys just one.
To make new weapons and new action you must code it... If you know C download the SDK (or something like that, I have it, but stored in CD until I learn C) and get to work... See if with Scripted sequences you can make the monster to do what you want (if it?s simple and doesn?t happen to often).
You can show a model with the monster_generic entity but it will only respond to Scripted Sequences and, well, it doesn?t does much.
Posted 21 years ago2003-11-06 19:03:30 UTC
in how do i make enemies? Post #4139
how in god's name do i make frickin' enemies?

i have models and....... models. So how do i make an enemy from scratch (other than models)?

don't tell me how to make ai, just tell me:
1) how do insert a model into an enemy (ie: how can i make a barney look like a grunt?)
2) how do i make new actions for a model?
3) how do i make weapons for an enemy?
4) how coud i make an enemy from just a model?

Thank you so very much!

PS i'm slightly stupid so explain in a very detailed way please. thanx.
Posted 21 years ago2003-11-06 18:58:29 UTC
in how do i make weapons? Post #4138
how in god's name does a man make a frickin' weapon?

i have models and i have...... models, but how do i make weapons from scratch (other than models)?

thank you so very much

PS i'm slightly stupid so please be very detailed in your reply. Much thanks.
Posted 21 years ago2003-11-06 18:21:47 UTC
in mod construction Post #4137
why did it put the
om/ on a new line....
nevermind
you can find the tut you're looking for in the tutorials sec - ;)
Posted 21 years ago2003-11-06 18:18:17 UTC
in mod construction Post #4136
69'th vlatitude:

here:
http://www.vlatitude.com/
Posted 21 years ago2003-11-06 18:16:06 UTC
in mod construction Post #4135
as in... what aspect of a mod?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 17:59:26 UTC
in mod construction Post #4134
Anyone know any good sites or tutorials explaining basic mod construction?
Posted 21 years ago2003-11-06 17:43:08 UTC
in Teleports? Post #4133
Forgot to mention It did not work :(
Posted 21 years ago2003-11-06 17:41:59 UTC
in Teleports? Post #4132
Ok I have read and reviewed the tutorial and example map.

But in my map I chose not to use a triger button for the teleport back.

So I created 2 trigger_teleports:

Brush 1

Name: tele_trig1
Target: tele_dest2

Brush 2

Name: tele_trig2
Target: tele_dest1

Then set info_telelport_destionation in front of the each trigger. In theroy this should allow you to teleport back and forth between rooms right or did I miss something?
Posted 21 years ago2003-11-06 16:09:38 UTC
in half life quitting Post #4131
could be anything really
Posted 21 years ago2003-11-06 15:48:09 UTC
in half life quitting Post #4130
Got any SKY brushes? Could be an invalid sky. Any bad textures or wierd entities?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 15:46:01 UTC
in Speech for Scientists and Barney Post #4129
lol, like the ending :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 15:45:09 UTC
in Site Problem Post #4128
Ferdinand of friend, it's "cuchi cuchu" you it is one wh*r3? :
coughgoogletranslator
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 15:39:23 UTC
in IMPORTANT! Post #4127
exelent! :P

then you didn't waste your time ;)
Posted 21 years ago2003-11-06 15:30:02 UTC
in Is anyone working on a mod? Post #4126
vassy, i hate to ruin the party for you but if the op4 source was available, darktruths would still be alive

if you do find it, its probably illegal

get my drift?
Posted 21 years ago2003-11-06 15:20:31 UTC
in New map Post #4125
NO!
Posted 21 years ago2003-11-06 15:17:03 UTC
in screenshot Post #4124
Press F5 or whatever key you have set to take a screenie. Or press print screen and cut the bit you want out in a graphics program.
Posted 21 years ago2003-11-06 14:56:31 UTC
in screenshot Post #4123
How do i take a screen shot ? this sounds stupid but i have never really thaught of it before :P
Posted 21 years ago2003-11-06 14:54:43 UTC
in New map Post #4122
check out my new map in the example maps vault please :P
Posted 21 years ago2003-11-06 14:52:59 UTC
in Trekkies Post #4121
Shut up or I'll strangle you with a cordless phone
Posted 21 years ago2003-11-06 14:39:48 UTC
in IMPORTANT! Post #4120
I know more C++ than you would if you studied it in ur lifetime!
m0p m0pIllogical.
Posted 21 years ago2003-11-06 13:54:46 UTC
in Trekkies Post #4119
thats SW JK3...
i didnt like it very much.
Posted 21 years ago2003-11-06 13:54:03 UTC
in Edit existing maps. Post #4118
1 of many: WinBspC

and listen to my point, its not unethical unless you copy material from it.
Posted 21 years ago2003-11-06 13:46:06 UTC
in Is anyone working on a mod? Post #4117
should make a secret in it. urself! take a pic of ur face and put it on a models head. then hide urself sumwhere
Posted 21 years ago2003-11-06 13:42:24 UTC
in Edit existing maps. Post #4116
yes. decompilers. ppl talk about how bad winBSP is so try it. thats the only 1 i heard of. but no1 likes to have people decompiling thier maps. like jobabob says, its unethical.
Posted 21 years ago2003-11-06 13:39:35 UTC
in half life quitting Post #4115
no its all good. and i took the only light out and still it quits.
Posted 21 years ago2003-11-06 13:39:25 UTC
in Is anyone working on a mod? Post #4114
Change the existing weapons or add more. Suggestions: Sniper rifle! And I'm thinking of doing another black mesa mod (YAWN!). HL: Science. You play as walter. It will have a lot of blue shift's characters (Civilian scis and barneys, gordon in a lab coat maybe). And I'm gonna work on something with black cat: HL through the eyes of gman (A single map). HL: Science is gonna be made with spirit. It may have other civilian scientists as well, like luther and slick. Maybe a civilian otis. Also, does anyone know where I can get the opfor source code, so I can add opfor's weapons to the mod? At least the desert eagle, anyway.
Posted 21 years ago2003-11-06 12:20:54 UTC
in Edit existing maps. Post #4113
Is it possible to edit an existing .bsp map? If so, is the .bsp file all you need....can it be un-compiled?
Posted 21 years ago2003-11-06 11:58:58 UTC
in Trekkies Post #4112
SW JK2: Jedi Academi rules them all!!!
Posted 21 years ago2003-11-06 11:42:51 UTC
in Export sound... then corrupted. Post #4111
YES!!! I got it working.

It's all the path's fault. It must be sound/ambience/beamstart1.wav
Posted 21 years ago2003-11-06 10:23:41 UTC
in Site Problem Post #4110
STOP THOSE DAMN PABLO FRANSISCO JOKES
Posted 21 years ago2003-11-06 10:22:35 UTC
in Completely OFF TOPIC!!! (Music). Post #4109
theres a damn lot of hardrock bands in sweden...
they suck, most of em
Posted 21 years ago2003-11-06 10:18:53 UTC
in Trekkies Post #4108
i can almost see what you mean :P
Posted 21 years ago2003-11-06 10:16:18 UTC
in Cant create a train, HELP!!! Post #4107
HEY I FIXED IT... Just deleted it an' started again...
Posted 21 years ago2003-11-06 10:10:17 UTC
in Export sound... then corrupted. Post #4106
Could Capital letters be causing this? D:/HL

Here is the path were the file is but can't be found:
D:/HL/sm/sound/debris/beamstart1.wav
Posted 21 years ago2003-11-06 09:16:25 UTC
in Site Problem Post #4105
Fernando de amigo, es cuchi cuchi...Tu es un Puta (?kidding)
Posted 21 years ago2003-11-06 09:11:42 UTC
in Speech for Scientists and Barney Post #4104
Yeah, this Scripted Sentences are the sentences YOU want THEM to say and must be triggered for them to work.
For example, you can have a breakable computer and a scientist, right?. You can make that once you break the computer the scientist goes nuts running to the computer and once he gets there, you can make him yell "No!!!!!" (which would make sense) or "Good morning Gordon" (which would make no sense but this is only something acting like a example)...
This would be done this way:
-The computer would trigger a scripted_sequence.
-The Scripted sequence would make him run to the computer (actually the place where the Scriped sequence is) and then would trigger the Scripted Sequence.
-The scripted sequence would make the scientist yell.
-You end up providing the scientist with a shot in his head.

If you want a little example map you can ask it :D.
Posted 21 years ago2003-11-06 08:54:19 UTC
in Is anyone working on a mod? Post #4103
I can't come up with any descision about what weapons and characters to have in i any help ?
Posted 21 years ago2003-11-06 08:27:52 UTC
in Export sound... then corrupted. Post #4102
The sound needs to be in the sound folder of whatever game you are mapping for. For instance SIERRAHalf-Lifevalvesound for normal half-life. In the ambient generic, the wav name should begin with whichever subfolder the sound is in. For instance the bee buzzing sound would be entered as ambience/bee1.wav ...the slash there needs to be a forward slash...
Posted 21 years ago2003-11-06 08:18:23 UTC
in Speech for Scientists and Barney Post #4101
No, for that, just tick the pre-disaster flag.
Posted 21 years ago2003-11-06 07:24:42 UTC
in Speech for Scientists and Barney Post #4100
You were talking about scripted sentences. Is this needed so that everytime you 'use' them they say stuff like "Sorry Mr Freeman Im on duty" or "Why do we have to wear these ridicules ties"
AJ AJGlorious Overlord
Posted 21 years ago2003-11-06 06:40:02 UTC
in Music in maps Post #4099
NOTE: Noone likes the music you listen to. Increasing the download time with a pointless radio track will infuriate most people, and fgs dont try it with an online map!
Posted 21 years ago2003-11-06 05:56:17 UTC
in Speech for Scientists and Barney Post #4098
All right Anthony... Apart from what has been said in the Stuff Forum you should take a look at this link. It explains how to add new sentences from old ones!.

http://www.planethalflife.com/studiosound/mike_and_pete/make_sentences.html
Posted 21 years ago2003-11-06 05:03:14 UTC
in Export sound... then corrupted. Post #4097
OK I got the file exported successfully but then I target it in worldcraft with the ambient_generic and when I the test the map it gives me a warning. The map begins to load but the sound isn't found and the processing... comes up and tries to do something for eternity.

What could be wrong? :confused:
Posted 21 years ago2003-11-06 03:37:14 UTC
in Speech for Scientists and Barney Post #4096
Might as well keep this on the Stuff forum after all :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 03:36:35 UTC
in lil questions Post #4095
:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 03:36:26 UTC
in half life quitting Post #4094
Any error message?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 03:34:13 UTC
in Trekkies Post #4093
nope, 'specially not jobabob :|
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-06 03:32:39 UTC
in Music in maps Post #4092
lol :
Seventh-Monkey Seventh-MonkeyPretty nifty