Forum posts

Posted 20 years ago2003-09-12 01:38:40 UTC
in Minimicus Post #1072
No imagination required: he said, 8-10hrs ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-12 01:37:31 UTC
in diefference between... Post #100
trigger_once for triggering once ;) and func_platrot for rotating elevators.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-11 21:40:12 UTC
in Warning: Unable to open sound/C for tran Post #125
im getting this same prb now. is it because a uploaded sound isnt in the right format?
Posted 20 years ago2003-09-11 20:43:50 UTC
in diefference between... Post #99
oh yeah, also how do you make a elevator turn/spin? the spin speed to me doesnt do anything, i tryed tons with that and nothing... also again, made the box's that you break opemn with your head for my mario lvl. its a breakable box with a wep in it with a trigger on bottome outside of box. but, everytime i cross the button cinderblock falls even thought the box is gone and the trigger (trig_multiple) doesnt have a only once function, and the wep in the box doesnt fall after, any suggestions ?
Posted 20 years ago2003-09-11 19:58:18 UTC
in diefference between... Post #98
in cs, whats the diff between the breakable flags instant corwbar, pressure, and touch. mainly between pressure and touch because im trying to avoid using a trigegr for a breakable so it doesnt keep on dropping broken peices after its laready broken (for a mario map where you hit the box's with your head and a wep falls out like in mario 3)
Posted 20 years ago2003-09-11 16:54:59 UTC
in combo locks Post #105
obviously i know nothing about this, but you said you know how to make 2 buttons open 1 door? if you could do more then 2, maybe 5 or something, you could just have a mass load of bttons and have to have the 5 correct ones pressed. this way itd take forever to guess it. or, have it invisable so only you can activate if thats what your getting at
Posted 20 years ago2003-09-11 16:51:51 UTC
in multiple Q's Post #120
http://cariad.netfirms.com/twhl/entityinfo.php?ent=game_player_equip&game=1 thats the link to game_player_eqip or whatever. i think it only applies to halflife, and the last time i checked i dont even have that entity
Posted 20 years ago2003-09-11 16:01:04 UTC
in combo locks Post #104
You can use a game_counter if you have ten buttons and only four of them open the door the game_counter count only four but to have them in a specific order can be hard.
Posted 20 years ago2003-09-11 15:28:36 UTC
in combo locks Post #103
How do I create combination locks where you need to get the code right? I know how to use a multisource to use 2 buttons to open a door, but is there any way of making the door only open if you get the right code? Obviously, it'll need more than 2 buttons, and I think I know how to make only some buttons trigger the door. But I could do with a code where the order you press them is important.
Posted 20 years ago2003-09-11 13:31:19 UTC
in Minimicus Post #1071
wow, i really like this map.. i've been mapping for a while now and looking at some of the things you pulled off is amazing! I can only imagine the ammount of work that went into this..
Posted 20 years ago2003-09-11 11:35:16 UTC
in Warning: Unable to open sound/C for tran Post #124
no i checked that it just says ingone or check another thing which can only be checked IN GAME. i cant play the map.
Posted 20 years ago2003-09-11 05:53:16 UTC
in -wadinclude Post #142
Atoms Custom Textures tutorial covers this problem.
Posted 20 years ago2003-09-11 05:41:16 UTC
in Warning: Unable to open sound/C for tran Post #122
Sorry it took so long, but I had never seen this error before and was hoping someone else would answer.
The answer is:
http://www.slackiller.com/tommy14/errors.htm#wav
Once again Tommy14 provides the answer. I recommend that all members check out Slackillers site, and the links to Tommy14's pages and bookmark them. It is the best error refrerence available for HL and Mod mapping.
Posted 20 years ago2003-09-11 05:31:39 UTC
in Minimicus Post #1066
Ummm what do you mean you can't spend half a month mapping every month?

Seriously, It is an on going thing, I found a disk the other day that had a map I started in '99. When I ran it, I realised why I never finished it :-( SlayerA on the other hand started Minimicus in 2000 and stuck with it. Well done, but he is right when he say's that half the fun of mapping is actually getting something to work. Just think back to your first room with pipes, did you run around madly banging on them because they gave off a metalic sound? I know I did :-)
Posted 20 years ago2003-09-11 01:56:10 UTC
in Minimicus Post #1065
Well, I pretty much did that when I won the Trapped compo :)
Probably won't enter/enter much of a map for this one - I can't spend half a month mapping constantly, every month!!!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 17:03:09 UTC
in Minimicus Post #1064
It took me two days, about 8-10 hours. The hard part was getting the one to slide correctly on the counter and always kill every time. But what a thrill it is to take an idea from your head and get it working in a map! That's what mapping is all about. If you're like me, you get this wild rush when it finally works right and you stand up and CHEER and do the victory dance!!! WOOHOO!! :) OK I'll try to calm down...
Posted 20 years ago2003-09-10 16:11:04 UTC
in T3h Popularity!! Post #1089
Yep, TWHL will have HL1 tuts forever! There's an easy way to add new sections for tuts, so that's what we'll do when HL2 arrives.
Posted 20 years ago2003-09-10 12:31:26 UTC
in Forum Formatting! Post #1095
Uh, and maybe image support? :$
Not to make things too difficult :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:16:52 UTC
in Forum Formatting! Post #1094
eh? Talking about the 'box or the forums? Both?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:14:07 UTC
in Music Post #1246
almost..................
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:13:26 UTC
in Music Post #1245
Wow, looks like it's gonna crap up ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:12:50 UTC
in Music Post #1244
...nearly there...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:11:52 UTC
in Single player Mods Post #1226
/me downloads Heart of Evil...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:07:58 UTC
in Music Post #1243
/me continues to test teh code...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:06:59 UTC
in T3h Popularity!! Post #1088
Well, I'm staying here, and prolly still mapping for a long time on '1!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:06:18 UTC
in Music Post #1242
I wonder how narrow this column gets, and what happens at >1? Hmm.. let me see...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 12:03:10 UTC
in Single player Mods Post #1225
Eh? What am I replying to? Woops, sorry :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-10 04:06:12 UTC
in -wadinclude Post #141
Actually that has left me a little confused, as I thought
-nowadtextures added all the .wad files (all textures) that you have in the Texture tab of Hammer. But I am not so sure now... It might just add the textures used in the map you are building, but doesn't give you the path flexibility of -wadinclude. Might do some more reading on the subject unless anyone knows for sure?
Posted 20 years ago2003-09-10 04:02:46 UTC
in multiple Q's Post #119
Actually Wally isn't that difficult to get a hang of. I left it alone for ages because I thought it was too complicated, but was forced to use it for a map.
I found that making a new wad was best, but it's up to you.
Open the existing .wad file and then open a new HalfLife .wad3 file and drag and copy textures across, when your finished just save the new .wad file. That way your original .wad files don't get disrupted/corrupted. Oh, Yeah.. Don't forget to credit the texture authors in your readme when you release the map.. It's the right thing to do.
Posted 20 years ago2003-09-10 03:56:07 UTC
in T3h Popularity!! Post #1087
I will always be here for HL1. I have a crappy home machine that wont handle HL2 and I think I am getting too old to learn new tricks (woof).
Posted 20 years ago2003-09-10 02:43:46 UTC
in Forum Formatting! Post #1093
And editing in 30 min after post was made to cover up language errors. And post deleting within 30 min too(only own posts of course;) ).
Posted 20 years ago2003-09-10 02:42:01 UTC
in T3h Popularity!! Post #1086
Of course we will continue mapping for Hl. Since HL2 is going to insanely advanced in map design, most new to mapping will certainly choose to begin mapping in HL.
Posted 20 years ago2003-09-10 02:13:29 UTC
in Single player Mods Post #1224
I like opfor a lot, and blue shift's short, but OK. I don't have many mods, though. Spirit's only really good for mapping.
Posted 20 years ago2003-09-10 02:12:03 UTC
in T3h Popularity!! Post #1085
Will the old HL1 tuts. still be here? Will anyone actually continue mapping for HL1? Don't know if my comp. can handle HL2.
Posted 20 years ago2003-09-10 01:37:27 UTC
in Minimicus Post #1063
How long did it take you to do those doors that fly off?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-09 23:36:24 UTC
in multiple Q's Post #118
i have wally, but i fiddled wiht it for a ew min's ofr no reson and got confused. havnt gone back yet. do i add it to an existing wad or make a new one? whats better?
Posted 20 years ago2003-09-09 22:09:55 UTC
in multiple Q's Post #117
Check out the tutorial on Dark Night Skies, that should help.
In CS you can start with a pistol and knife only, by forgetting to add the info_buyzone or func_buyzone. I am sure there are other ways, like weapon stripping.
For textures, first... where is your custom texture? Have you made it yet. If so, and you have added it to the texture settings in Hammer. All you need to do when you compile is add the line -nowadtextures to the csg compile line in expert.
This is probably a tutorial in itself, and -wadinclude is more functional.. Mmm sorry, that was meant be the uncomplicated way to do it.
Posted 20 years ago2003-09-09 18:48:06 UTC
in multiple Q's Post #116
heres a few questions i got:
i went through the environmental thing about 837012739 times and i still cant get realistic lighting, its either about halfbright or full.

also, how do you say in cs that you start with knive only or nothing? also how do you restrict wepons for buying?

if iwas was to use a custom texture how would i get it so anyone could use the map? like attach it? i remember reading sometihng about it but was confused. (indepth please ;) ) i had a few more Q's but forgot what it was i alwasy forget lol
Posted 20 years ago2003-09-09 17:28:32 UTC
in Minimicus Post #1062
Thanks to all of you who have downloaded Minimicus so far. Your kind comments have made my day...week...year!! I'm always happy to answer any questions you may have about it. Special thanks to Atom for creating this awesome site that allows us to display our hard work! Thanks Atom!!!!!
Posted 20 years ago2003-09-09 15:40:31 UTC
in Opposing Force .fgd Post #131
Thanks!
Posted 20 years ago2003-09-09 15:27:12 UTC
in Warning: Unable to open sound/C for tran Post #121
any1 get this warning when runnig through the console?
Warning: Unable to open sound/C for transfer Warning: Unable to open sound/C for transfer Warning: Unable to open sound/C for transfer sound/C is processing sound/C is processing sound/C is processing

dont say it doesnt matter cos its stops there and wont load my map. plz help.
Posted 20 years ago2003-09-09 14:27:51 UTC
in -wadinclude Post #139
I seem to remember that command adds ALL of EVERY WAD included - i.e. the massive halflife.wad which everyone has anyway :)

Summin like that, anyway.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-09 14:01:04 UTC
in airstrike control Post #135
Posted 20 years ago2003-09-09 14:00:10 UTC
in airstrike control Post #134
You mean the bit where you have to control the grid on the map and then an airstrike happens? Can't help, but I'd love to know.
Posted 20 years ago2003-09-09 13:52:58 UTC
in -wadinclude Post #138
Well, no. I guess you just copy 'em and paste 'em into another wad file. But can I -wadinclude multiple wads, or must I use -nowadtextures? I read that it's a bad idea to use -nowadtextures though. Why?
Posted 20 years ago2003-09-09 13:41:42 UTC
in -wadinclude Post #137
sure, in the CSG parameters type
'-wadinclude vassyblackcat.wad' or whatever wad you have all of your textures in. I assume you now how to put lots of textures into one wad...
Posted 20 years ago2003-09-09 13:32:06 UTC
in Opposing Force .fgd Post #130
the opfor fgd can be downloaded here:

http://dev.valve-erc.com/projects/fgd/documents/103463128026140000/attached/halflife-op4-fgd_3x.zip

you must have worldcraft v3.3 or VHE to use this one. if you don't then get it!
Posted 20 years ago2003-09-09 13:16:02 UTC
in Opposing Force .fgd Post #129
Does anybody know where the Opposing Force .fgd is? I've looked in Opposing Force's folder (gearbox) but can't find it. Please help! Thanks :)
Posted 20 years ago2003-09-09 12:54:35 UTC
in airstrike control Post #133
Yeah, it's on vlatitude.com. Tells you all you need to know about airstrikes. I'll do a tutorial on them, though. Maybe. And I'll add some extra effects.
Posted 20 years ago2003-09-09 12:46:03 UTC
in airstrike control Post #132
I think I saw a tutorial on airstrikes at collective.valve-erc.com. If not, it's on vlatitude.com.