Sorry I keep asking so many questions but I have this problem. On HL:Uplink there was a part where you found a dying sci who said: "Well I seem to be seriously wounded" before he died. I have tried to put a wounded sci in my map, and tried to make him say some sentence before his death. For some reason though he can only seem to say "Fire the rocket engines, destroy the damn thing before it grows any larger"Does anyone know anyway to override this and play a different sentence? I am using a scripted_sequence.
if you want to be able to shoot through the grate turn it into a func_illusionary > with the same properties > then surround the func_illusionary in a clip brush*
*its an ordinary brush which is completely covered in the clip texture (clip) its invisible in the game but blocks players
Tlax, If you think the maps are a good enough example of level transitions, please load them in the Example Maps. If you think they need words, I will have a go at it if you want, unless someone else wants to volunteer :
He means monster shadows! They were pretty good actually, used to criss-cross, though. Wish I had an old enough ver to see 'em first hand: www.planethalflife.com and look at the Nostalgia project/Screenshots. Very interesting.
lol - i knew that one ages ago - probably some extra level they decided to cut
there are lots of things like that in hl - like the shadows for example - if you have a really old v if hl you can look at them.. they were removed in a patch
Posted 20 years ago2003-10-04 04:37:35 UTC
in FIREPost #2139
pepper: You can use the HL Model Viewer for that, it opens the paks and you can view the models, the poses and everything for it in the window. You can also play the sounds and open the txt files (like titles.txt, sentences.txt etc).
um, you can try the trigger_player_weaponstrip if you want the 'jailers' to take the players weapons and all.. the suit stays and so does the long jump module
Does anyone here know anything about 1&1 (www.oneandone.co.uk)? They seem remarkably cheap, and look pretty professional, but I couldn't really find any (recent) reviews or opinions?
Yes, place a func_wall_toggle in front of the screen(s), probably textured BLACK, and name it/them something like "offscreens". In the Flags of them, check "Start Invisible". Set the button to target "offscreens". Vo?la. I'll even make you a little example map if you want
yea, but make sure you are not trying to copy othe people's work exactly.. most players will spot the clone immediately.. try this site for some inspiration :
Posted 20 years ago2003-10-04 03:33:03 UTC
in FIREPost #2127
all the files are pakced in a pak. file so it saves space and the game loads them very handy.. like if you wanna se moleds in hammer you also need to extract them all(yes i did extract all the modles)
erm if ima right it are light texture so you hsould a light texture wich is off and i think you should make it a func wall ore a func wall toggle iam not sure
I have a CS map I'm working on, and in this map I want a big plasma TV and a bunch of computer screens (Set up in kind of a battle ship Combat/Radar Center). In a different location, I have an electrical switch. Is there anyway for me to get the TV and the computer screens to go off when the switch is hit?
Posted 20 years ago2003-10-04 00:32:57 UTC
in FIREPost #2124
You need to access the pak0.pak file. It is in the Half-Lifevalve folder. The pak0.pak file has to be opened with Pakscape, Wally or something similar. You then need to extract the sprite folder into your Half-Life directory. You will not be able to view the available sprites until you unpack the pak0.pak file.
Seriously though, if you use Gensurf19 or nemisis then be ready for a long wait. 1 hour isn't all that long, and it's not the fault of the compile tools. It is the fault of the map. The map you uploaded has hundreds of grouped brushes that have opposing faces and angles. The tools have to break this down into faces and leafs so that it can get an idea of what is there, then it needs to build a light map.... If this was not such a complex brush map, then it would take about 5 seconds to compile... But with so many bruses with different faces.. Oh well.
Go up four posts and read Kol's reply... The sky textures are not in .wad format. There in the env folder, and that is only if you have unpacked them with Wally or whatever. Actually there is a tutorial somewhere on making your own Sky textures... but the link I have is broken.. Happy searching
Maybe it?s just a light problem... Try to give a Minimum Light Level of 1 to the Door (in "properties"). If the door is textured you should set some lights near the faces that are seen on black... Remember that the lightining of walls and moving entities will stay the same (it they move) that when they were rendered.
Posted 20 years ago2003-10-03 19:48:45 UTC
in FIREPost #2116
You need a program like PakScape or Pak Explorer to see all of the sprites and notice their names. Go into the sprites folder, and a list of all the sprites u need are there.
To see the actual sprite in action, you need SpriteViewer.
I have a small (in size) map that I am trying to make into a 1 on 1 deathmatch for half-life. I used GenSurf to make the general ground and added buildings etc. So I compile it and it get's stuck on leaf thread. Now this happens often, so I go and watch the Simpsons, and then King of the Hill, plus make a sandwhich. All in all about 1 hour and 30 mins. I come back and it's STILL on leaf thread! So now i'm kind of mad that the compile tools (ZHLT) can't compile a smal, high brush map. Is there some way I can fix this problem so that it dosn't take 3 days to compile?
I am going to put the map in the "problem maps" section. Maybe u can help me.