Hello, I am having trouble with a teleportation sequence that I have been working on. What is supposed to happen is the player comes in and presses a button then lasers and sounds etc etc etc turn on. Anyway, after he teles the whole sequence stops and resets for the next person who happens to stroll by. So I guess my question is, how do I have everything in the sequence stop and then reset? Peace
Panda, The best place for that info is TFMapped. I don't know much about TFC mapping, so I am reluctant to guess at the problem. Thats also the reason I left the waypoint config alone... I don't use foxbat, but if it's any use the config your using looks standard and I can't see why it wouldn't run.
I have an info_player_start and an info_tfdetect but for some reason tfc doesn't see my map anywhere. My map worked fine but i added two objects and didn't touch either the info_player_start nor the info_tfdetect. Whats wrong here? -panda
I've never been able to change the target of a camera either. A quick fix is to use a second camera set to look at the other target. Just trigger the second camera when you need it, you don't have to turn off the first camera.
Yeah, how do you do it? I've tried trigger_changetarget so in my compo map the camera stops focusing on boris (walter) and starts focusing on ourumov (gman) but it didn't work. I even had a fade to cover up the switch...what have I done wrong? I trigger the t_ct and I think I set it up right:
Name: fade Delay before trigger: 0 Killtarget: Target: camstart New target: ourumov
Have I set something up incorrectly? Or is it just the hammer 3.5 fgd just being really buggy?
well, 1nce me and my friend was talkin about these ppl who take drugs. then 4 no reason i said "hey, u ever tasted sunflower seeds? they taste so much like cashew nuts!"
Right... good teleporting sounds: sounddebrisbeamstart1.wav sounddebrisbeamstart2.wav sounddebrisbeamstart8.wav
and the most standart one : sounddebrisbeamstart7.wav
The game title is a sprite, its actually 2 sprites so you'll need to read up on decompiling sprites etc.. try sprite explorer by Hoaxer : http://www.wrenchsoftware.com/ its a little offline right now, try again later
I'm about to try the USS Darkstar anyday soon... Haven't tried any single-player mod before. Well, maybe opfor and Uplink but they come from valve and gearbox, which isn't the same thing as a mod from a private person.
The sprites are in pak0.pak file in Half-Lifevalve folder, and you can use Sprite Viewer or Sprite Explorer (I think Explorer is better) to open pak0.pak file to look on the different Sprite And the program can you find here http://collective.valve-erc.com/index.php?doc=1047496381-02062100
i lvoe wizwars you now its very fun to see a wizard on a dragon and when oyu aim at hinm with a fire spell he burns lol!! and offcourse the specialist i love the map ts_lobby and then superjump on man that rocks
Yeah Vassy, Playing Poker dogs :P... Actually they?re playing pool :D. This one?s called "The Ripper" and it?s done by Arthur Sarnoff, who did lots of stuff like that... for me to include in my maps :).
"Peaces like us" the author is Koumei Satou Peaces like us is differently from another add on?s is very good and strange. Koumei Satou have be in the team for Sweet Half-Life together with Marc Ellis. If you don't have play it before do it now I recommend it and you can find it here http://www.hangar16.com/NB/pafiledb/pafiledb.php?action=file&id=95
I liked that fish gun or whatever it was that you fed with fruits. It could handle almost anything in one shot. But that was opfor. I think the discussion went a little of topic. Anyway... Back to the mods.
Just wondering, y'know that a func_train follows path_corners and needs to be triggered or it won't follow them, and y'know that monsters won't follow path_corners if they have a name...and also, even though this is less relevant, grunt_repels need to be triggered as well....well, ever looked at the path_corner's flags? Wait for reTRIGGER is there. So I was thinking, if a func_train needs to be triggered before it will follow paths, maybe a monster with a name will follow them if I trigger them? It seems to make sense, but I don't have time to test it on a smaller map...I must continue with GoldenEye! Anyone?
I love the M-249 SAW. Especially the recoil which shoves you backwards, and the extreme power that will rip through those annoying shock troopers and voltigores. And the Russian barney in redemption's called roy, not boris. Sorry kol! Unpack redemption's pak0.
okokok. Another question to throw into the mix. I want the team point system for my map to work like this. Every 120 seconds, the red team gains 20 points. Every flag cap, the blue team gains 50 points and the red team loses 10 points. For some reason, i think it adds 30 points to one of the players and screws everything up. Where should i look for this problem? And to anyone who has downloaded my map, do you have this problem? -panda
I know how to do those things, but what I need to know is the name of the teleporting sound, and how to change the display game title from Half-Life to the name of my mod.
Yeah, I figured that. I think I will go with my original idea because I have just found another brilliant tutorial on Wavelength (The new site).
I can't link the tutorial, because the guy's at Wavelength don't appreciate links. But if you drop over there you will find it under "Creating Custom Splash screens for you Mod in Steam". I know this isn't the same as splash screens for HL, but it is the same sort of thing.