Forum posts

Posted 20 years ago2003-06-09 21:15:07 UTC
in how? Post #709
I would bet the question is the drive location of the game maps. I have no clue, so cannot help.
Posted 20 years ago2003-06-09 18:08:45 UTC
in how? Post #708
Yeah, and it's not perfect, but it does come in handy...
Posted 20 years ago2003-06-09 02:58:15 UTC
in how? Post #707
how do you edit the actual half life levels?
i already know how to edit the multiplayer but where abouts are the single player missions.
(im just going to edit them for fun nothing ilegel)
Posted 20 years ago2003-06-09 02:41:04 UTC
in A MESSAGE TO THE PUBLIC Post #1286
Do you agree with me that HALF-LIFE is the best game (including all the great mods that you have made).
Even though it is a old game i still recon it is the BEST!

If you dissagree with me, tell me what game you like best.
If it is some quake crap or some lozer stragety game it means that you got problems.

(sorry that this has nothing to do with editing but i wanted to send in a post but i diddnt have anything th right about.)

[Sorry JALF-AIFE, but this should have gone in forum !Stuff. I will move it in a few days.]
Posted 20 years ago2003-06-09 00:26:54 UTC
in Putting Monsters in Cstrike maps Post #713
ok, thanks for that, im gona keep looking. Hopefully ill find something.
Posted 20 years ago2003-06-08 10:55:49 UTC
in Putting Monsters in Cstrike maps Post #712
This question get's asked a lot on other forums and to date I have never seen an answer, there are Mods using CS out there that incorporate monsters and model placement, and there might be a way to add them with coding, but I have not seen anything that didn't involve lot's of work. Good luck looking, let us know what you find.
Posted 20 years ago2003-06-08 08:49:47 UTC
in Putting Monsters in Cstrike maps Post #711
Ive heard that you can put NPC's into a cstrike map, like the little crabs, anyone seen any tutorial around? im still looking but have'nt had any luck yet.
Posted 20 years ago2003-06-07 11:18:43 UTC
in Map Problems Post #714
Please have a look at my map in the 'Problem Maps' section of The Vault.

Any help very much appreciated.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-06-06 21:06:32 UTC
in Competitions suggestions Post #1193
This reply's a bit late, but anyway.

Good idea there, but if you check out the newly-launched Map Vault, you'll see it pretty much fills the gap... I'm still working on integrating the Vault with the Competitions section, but when that's done, it should be pretty much what you're suggesting.

Thanks for the input!
Posted 20 years ago2003-06-06 20:01:12 UTC
in Tutorial about sound? Post #1184
Sounds and Custom sounds are not all that difficult, I will have a look at getting a tutorial done, but while you are waiting, check out Handy Vandals almanac for sounds, and also FireBinders Site, also the entity guide here for Ambient_generic. Or check out:
http://www.vlatitude.com/tutorials.php?tutID=7
Posted 20 years ago2003-06-06 19:55:39 UTC
in <<<< Scripting Info >> Post #715
Posted 20 years ago2003-06-06 14:58:31 UTC
in Tutorial about sound? Post #1183
Could you make tutorial or tell me something about sounds? i don't understand how they work... And why there are only few sounds? how can i make moving sound like the place where you are is moving?
Posted 20 years ago2003-06-06 10:22:42 UTC
in Item_Suit question Post #716
It can be done! somehow delete that annoying sound!
Posted 20 years ago2003-05-31 05:15:01 UTC
in Jage.... Prefabs Post #1291
I was thinking that there was a site that I had seen some good prefabs at and it took me a while to track it down:
http://home.worldonline.co.za/~TLove/prefabs.html
Have a look there, you never know, something might take your fancy.
Posted 20 years ago2003-05-27 08:27:36 UTC
in Favorite Servers Post #1293
I don't have a favorite. I just find one and join and proceed to get my butt kicked. I only play HL and only use the crowbar, so I'm not good at all. But I like it for some reason. Sometimes I even make a kill! Mostly though, I'm just raw meat running around getting cooked. :)
Posted 20 years ago2003-05-27 02:30:10 UTC
in Favorite Servers Post #1292
Is there a favorite server everyone likes to play on? (HL, CS, or Sven) May be fun to get shot by one or two of you ;)
Posted 20 years ago2003-05-26 19:06:15 UTC
in Submitting Tutorials Post #1189
Great, we always like new input.
You can submit the tutorial directly to me, my e-mail address is in the members section.
What I prefer to work with is a .txt file from NotePad or similar, But if you can't do that, a Word document is fine. Get the text down and indicate where you would like any screen shots by just putting a line in the text [Image door.jpg here] or something. As for the images, I am not on broardband or cable :-( so I would appreciate them in JPG or GIF format and about 600x480 but if you can't crop them or resize them, then just send them full size and zipped with the text.

What will happen next?
I will format your words, insert the pictures and upload it all to a test page. Once our massive staff of highly trained editors (Atom, SlayerA and I ) go over your work with a fine tooth comb, checking validity at each step, and approving content, then I will send you a copy of what it will look like before it goes live, and give you the oppurtunity to make last minute changes. After that it will be posted and you will be famous in the mapping community.....
Well maybe not, but what a rush....Your Tutorial.
It really is that simple.
Posted 20 years ago2003-05-26 03:11:15 UTC
in Submitting Tutorials Post #1188
If I want to submit a tutorial for TWHL how do I send it and what are the requirements,etc.
Posted 20 years ago2003-05-25 14:58:49 UTC
in Competitions suggestions Post #1192
This suggestion could take a bit of coding, but would be worth the time.

I would guess that the greatest amount of time spent in managing the competition area is deciding on the winners. Create a script allowing members to vote for the competition entries.

In order to keep thing fair, the script should check to insure the user has not voting for the current competition.

Give each user three votes:
first place:  5 points
second place: 3 points
third place:  1 point
The main purpose of the point system is to minimize the chances of a tie. A tie breaker could be sent through the voting function again (limiting the voting choices)

A time stamp could be used to make the voting fully automatic.

Well work just calledd, so gotta go. But, I'm sure you all get the picture.

BTW, I'll log back onto IRC went I get back (approximately threee hours)
Posted 20 years ago2003-05-23 05:54:40 UTC
in Doors and Trains Post #738
env_render is on the right track, but that wouldn't work using a func_wall_toggle, since you can have ANY entities move with another in standard HL. Instead, you'd have to make two trains, one completely sealed, with no door, and one stationary with a door opening and a separate func_door. then use env_renders on the trains. Of course I haven't tried this yet, so their may be other problems with the solidity of the invisible train still blocking the player. Darn it, now you made have to go try it out! :)
Posted 20 years ago2003-05-22 23:29:46 UTC
in controlling monsters Post #732
You're welcome. One thing I noticed is using the target field of the monstermaker didn't seem to work for targetting the monsters own sequence. Not sure why that is. I had to use a multi_manager to target the sequence after the grunt spawned in. It needed a one or two second delay in my tests.
Posted 20 years ago2003-05-22 22:52:48 UTC
in controlling monsters Post #731
Thanks for the suggestions, I will give it a try in my test maps.
Posted 20 years ago2003-05-22 10:55:04 UTC
in controlling monsters Post #730
This requires a tutorial in itself. The monstermaker [which is in the 'misc' section of the entity guide] is a great entity, until you try to spawn something like a grunt.
The Childrens Name (netname) property allows you to give monsters spawned by a monstermaker a Name (targetname). When the monsters have a name, you can target them with a scripted_sequence and get them to perform that sequence, I haven't tried path_corners with grunts, As far as I know they are only good for Scientists and Barneys. Grunts respond really well to Aiscripted_sequences and scripted_sequences, It is basically a way to override their AI, as long as you don't killtarget them, and then the seem to freeze.
So as to the rushing the room, yes I think it can be done with a series of scripted_sequences even if they are spawned with a monstermaker, but the guy who has done this stuff recently is SlayerA. Can you add to this Slay?
Posted 20 years ago2003-05-21 23:30:09 UTC
in A NEW LEVEL IS COMING Post #1306
You can E-Mail me the level. I would be happy to have my children run through it and get their opinions. Of course, I would go through it also ;)
Posted 20 years ago2003-05-21 23:21:19 UTC
in controlling monsters Post #729
Playing around with monster behaviors right now, and having a bit of a problem with monstermaker.

How can I get monsters created through monstermaker to follow path corners? I guessed it would be the target on release, but no such luck.

I am guessing my next wuestion would involve coding, but just in case. Is there a trigger or method to temporarily over-ride the AI?

For example:
Squad of grunts notice Freeman in a room. Can I get the squad to rush the room and into position, before allowing the games AI to take over?
Posted 20 years ago2003-05-21 09:31:23 UTC
in u2u Post #1194
Make u2u system. simply huh?
Posted 20 years ago2003-05-21 04:12:50 UTC
in Bullet-time Post #746
Sorry to say this, but you are just going to have to site search for code specific stuff. Are any of our members coders? If so, can you point Jage in the right direction.
Posted 20 years ago2003-05-20 10:12:58 UTC
in Bullet-time Post #745
I can't just start coding without help! I'm beginner in coding! (but really ambitious beginner!)so... y'know? I need some info.
Posted 20 years ago2003-05-19 19:35:12 UTC
in .rad Post #742
Check out the forum posts for In the Beginning Part 4. They might help. But basically, Hammer, during compile will look at your lights.rad file, unless you have told it to look elsewhere by using -lights file, on the HLRAD compile command. So your Lights.rad file should be in your WorldCraft/Hammer tools file as Tlax suggested. If it is there... consider copying the contents of your valve.rad to your lights.rad....
If that doesn't work, make sure the light texture you are using is actually listed in the lights.rad (This surprised me at first, I thought that textures that looked lit in the game would be in the lights.rad.... Wrong).
If it is none of the above, then I am out of Ideas....
Posted 20 years ago2003-05-19 17:50:10 UTC
in Vertex Manipulation & valid solid textur Post #735
Posted 20 years ago2003-05-19 17:45:51 UTC
in Vertex Manipulation & valid solid textur Post #734
I just did some vertex manipulation on two walls in a hallway with the texture C2A4_PAN2... And I got a error message saying it is not a valid solid texture and then the walls dissapeared... But if I keep the wall plain, it works.
Posted 20 years ago2003-05-19 17:20:53 UTC
in Doors and Trains Post #737
In orig. HL, an object can only be one entity.

The door following the train in HL is a trick - it's actually fixed while the train is moving.

You could use the 'render' trick: a fake door on the train that does nothing but is a func_wall_toggle.
The 'real' door, sitting on the platform, is rendered invisible (env_render) until the train arrives.
Then the real door is made visible and the fake one is turned off at the same time. Obviously this isn't a perfect solution.

The perfect solution is to get Spirit, a 'base' mod that allows, amongst other things... combined entities! http://spirit.valve-erc.com
Posted 20 years ago2003-05-19 17:07:30 UTC
in Bullet-time Post #744
Bullet-time, eh? That'll be a fistful of C++ then :)
Posted 20 years ago2003-05-19 16:27:17 UTC
in Doors and Trains Post #736
Howdy hoe, folks!

How do I make a door to follow the train... Like in the intro of the original Half-Life? Is there a way to combine the func_door and func_train or do I need to use a env_global? ...but I don't want to use the env_global to load a new map 'cos it's a Deathmatch map I'm creating...
Posted 20 years ago2003-05-19 14:46:15 UTC
in .rad Post #741
Yes, I have... I use Hammer 3.4... Does that matter?
Posted 20 years ago2003-05-19 14:43:35 UTC
in .rad Post #740
Do you have lights.rad in same map as the tools are tex. C:Hammer oolslights.rad ?
Posted 20 years ago2003-05-19 14:34:15 UTC
in .rad Post #739
Why doesn't my lights.rad & valve.rad render texture lightning... The list of the textures that will give light is there...
Posted 20 years ago2003-05-19 08:50:04 UTC
in Bullet-time Post #743
I have seen bullet-time in many Half-life mods and i just need to have it in my own mod! Help please?(I need voice actors! Can somebody tell me a good site with some voices?)
Posted 20 years ago2003-05-19 08:42:13 UTC
in Avatars! Post #1204
Got any ideas about avatars?
Posted 20 years ago2003-05-18 15:01:40 UTC
in IRC Post #1200
Time zone issues are always a problem when using live chat programs. But, IRC is a strong method for recruiting new members and offering users to chat with one another.

IRC requires a IRC client installed. I have been using Mirc (http://www.mirc.com/) for nearly a decade, which has a shareware version available.

Virc (http://www.visualirc.net/beta.php) is a freeware IRC client. Never used it myself, but the price is rightt.

My GMT is -7. http://greenwichmeantime.com/ expains GMT and will help learn your areas GMT zone.

With IRC, users usually just log on and yack to anyone that may be online at the time. I have registered #TWHL at irc.ircbear.com port 6667 and will log on when I am on my computer. http://www.ircbear.com gives information on needed software and what IRC is. http://www.bearkey.com creates and configs registered users.

Just need to know usernames to set as channel Operators.

I rarely turn on IM clients due to the holes they open in my network.
Posted 20 years ago2003-05-18 14:32:58 UTC
in Multisource???? Post #748
Have two lights next to each other, with two different names and different 'style' settings. One must be set to be initially off (flags). Trigger a multisource and set it so that it turns one light off and the other on.
Posted 20 years ago2003-05-18 09:39:52 UTC
in Multisource???? Post #747
I have created this very cool map.. But there's only one little detail missing in it. In one of the elevators there's some normal lights, but when I press the button to make the elevator go up I want to change the lights from normal to pulsating lights... How can I do this?
An example of this is in Unreal Tournament, the map Phobos Moon has this in the huge elevator...
Posted 20 years ago2003-05-18 08:22:30 UTC
in Avatars! Post #1203
Hehe :)
They were just a last minute thing so I didn't plan on having millions... and I want them all the same size. Yep, I'm a 'consistent-style' freak :)

But if you can point me in the direction of some avatars / pics that are or look like they could be made 45 x 45, then you might get Cid.
Posted 20 years ago2003-05-16 10:27:08 UTC
in IRC Post #1199
I'm not familiar with IRC, I have a Bearkey account somewhere? but can't see why we can't get together on-line, maybe MSN Messenger or Yahoo if it is more convienient.
I think it might be a good Idea, I am willing to give it a try, we just need to find a timezone friendly time, if that makes sense.
I am GMT+10
Posted 20 years ago2003-05-16 00:25:18 UTC
in IRC Post #1198
May be tough with the varied time zones this membership has, but how about registering a IRC channel with ircbear, dalnet, or another server? I know that IRC is pretty much dead with all the new technologies, but still the best way I know to chat.

Just a suggestion.
Posted 20 years ago2003-05-15 12:01:17 UTC
in Codes & Scripts Post #755
The most current link I have to a site that details all the available monster scripts (coded animations) is:
http://www.planethalflife.com/workshop/models/ssec_main.htm
The article is by Otis and was written in 1999. So I am not sure if all the sequences are still valid. Probably not. There are sites out there that deal specifically with Coding and that sounds like what you are asking for. I don't touch code, so I can't really point you in the right direction, but Collective.valve-erc.com is probably your best starting point.
Posted 20 years ago2003-05-15 11:43:54 UTC
in Avatars! Post #1202
Have to e-mail Atom on that, I haven't got access yet..
Posted 20 years ago2003-05-15 11:42:09 UTC
in Prefabs Post #1298
Yeah, good point...
However, we are trying to get the tutorial section going so that we can get the best information possible, so when I said Scope, I think I meant that I just haven't got time at the moment :-)

My biggest concern with prefabs is that most of the one's I have looked at are really bad, don't work, or have invalid brushes. Models on the other hand are a different thing and if I ever get time I will play around with the copy of Milkshape3D I have had for about 6 months. I find with prefabs, that it is easier to make a shelf or chair yourself.

Do you have something you can't make, but would like to see how to build it??
Posted 20 years ago2003-05-15 10:16:04 UTC
in Avatars! Post #1201
Could you guys add some more avatars? i would like to have Cid from FF7...ok?
Posted 20 years ago2003-05-15 10:13:38 UTC
in Codes & Scripts Post #754
Im looking for site that has scripts and other stuff. I need to make soldiers to dodge bullets with matrix style! (Animations are ready...almost) And throwing grenades back would be cool. Theres lots of things i need and i'm too unlucky to find anything useful...And making something like bullet-time would be so cool! (Something like in Max Payne y'know?)