resource/BackgroundLayout.txt
(or resource/HD_BackgroundLayout.txt
if your liblist.gam have hd_background 1
line) and replace all words fit
by scaled
and instead of cropping it will be stretched.shotgun viewmodel */As for using 3Ds Max 1.2 via VirtualBox to view the .max Files, I'll Hopefully have an Update sometime either this or Next Month but i have made a List of Missing Textures by looking at the "Missing External Files" Pop-Up on several of the .max files via other Versions of 3Ds Max (Specifically 3Ds Max 9) which i'll try to post this Week. (I have already posted some of my findings on the Steam Forums incase anyone wants to view this list in the Meantime) - NSWThomasFan/HoodwinkedHalf-LifeFan.
$modelname ./models/v_shotgun.mdl
$cd ./SMD
$cdtexture ./maps_8bit
$scale 1.0
// whole body
$body studio "v_shotgun_reference"
$body studio "shell"
//$origin SIDE-SIDE IN-OUT UP-DOWN
$origin 2.152 -3 61.499 3
$attachment 0 "Bip01 R Hand" 30 1 6 X 1
$sequence sm_idle "small_idle" fps 9 loop
$sequence shoot "new_shoot" fps 20 { event 5001 0 "31" }
$sequence shoot_big "shoot_bigammo" fps 13 { event 5001 0 "41" }
$sequence reload "reload_short" fps 16
$sequence pump "pump_after_reload" fps 13
$sequence start_reload "start_reload" fps 12
$sequence draw "draw_weapon" fps 24
$sequence reholster "reholster" fps 30
$sequence idle3 "idle3" fps 9 loop
$sequence deepidle "deep_idle" fps 12 loop
*player
is supported in most places where the *locus
is supported to allow refer to the player. In singleplayer it will always find the player. In multiplayer it acts like *locus
, but allow only players.Don't reset trigger counter on deactivation
spawnflag for trigger_timer
(can be useful when trigger number limit is set).Pass caller as activator
spawnflag for trigger_relay
.Ignore Hold Time
spawnflag for trigger_camera
.Stop by player input
parameter for trigger_camera
.Target when turned off
parameter for trigger_camera
.Calc Position
as an option to calculate value from calc_position
(this allows to calculate the value of one calc_position
based on the other calc_position
).Calc Velocity
as an option to calculate value from calc_subvelocity
(this allows to calculate the value of one calc_subvelocity
based on other calc_
entities).fire
command. Use fire on <targetname>
or off <targetname>
to send On
and Off
input. Use fire set <targetname> <value>
to send the numeric input (e.g. for game_counter
).entities_count
command now supports the argument - the classname - to report the number of entities having the specified classname.give_intentory
and remove_inventory
commands to give and remove player inventory items. This can be used for debugging purposes. The first argument is the item name. The second (optional) argument is the number of items of this type to give or remove.This is what I see when I run it on a map that contains a single remec_lit_model entity, and the resulting map file contains a cycler_sprite and a func_detail. What does your compile log look like?Thank you for reminding me, I almost only read.log files before. I can't use my personal computer right now. I will get back to you about compilation as soon as possible.
Have you tried asking the authors of Remec for help?He's closed his page, and I can't find any more contact information. I tried to search his name on Google, but I'm not sure it was him because I didn't see the same information.
mtl_trigger_switch
to trigger the turret door (as both its on target and its off target). The trigger_multiple's then need to send an 'on' signal to this trigger-switch (either by triggering a trigger_relay that sends an 'on' signal to the trigger-switch, or by using the +nameofswitchentity
target pattern, so MESS will automatically generate a trigger_relay for you). If the player walks through a laser, it'll send an 'on' signal to the trigger-switch, which then triggers the turret door. If the player walks through a second laser, another 'on' signal is sent to the trigger-switch, but because it's already in the 'on' state it won't do anything, and the turret door will remain open. You can also add a security button for disabling the turret system, by making a button that sends an 'off' signal to the trigger-switch.
C:\HL\Tools\remec\remec.exe "$path/$file.remec.$ext" jack "E:\STEAM\steamapps\common\Half-Life" $bspdir/$file.$extThat last bit ($bspdir/$file.$ext) won't do anything, REMEC doesn't let you set the output path.
recruit_followers
and disband_followers
allow players to recruit all nearby friendly NPCs or call off everyone who is following the player by pressing one button. This is similar to fast recruiting of ally soldiers in Field Intensity.vortigaunt_armor_charge
. Enable to allow friendly vortigaunts to give armor to the player (similar to HL2, experimental feature). The amount of armor is configured by sk_vortigaunt_armor_charge
skill value. The vortigaunt must have the free energy to perform charging.hud_color
command is no longer available by default. Set hud_color.configurable
feature in featureful_client.cfg to true to enable the HUD color configuration by user.hud_scale.default
and hud_scale.configurable
features to featureful_client.cfg.hud_autoscale_by_default
feature in featureful_client.cfg. Set hud_scale.default
to 0 to enable autoscale by default.game_player_settings
now can set the player's armor to 0 (set =0
as value), add and substruct armor by a provided value.game_player_settings
now can add and substruct the player's health.game_player_settings
are deprecated now. Weapons are now configured via parameters instead. It allows to remove specific weapons as well.game_player_settings
can now remove the specified amount of ammo (use a negative value).Treat new value as
parameter for trigger_changealue
which allows to tell how the new value is treated.Action
parameter for trigger_changevalue
.Scale factor
parameter for calc_ratio
.calc_ratio
(from later versions of SoHL).calc_numfromvec
- calculate a single numeric value from the vector.calc_vecfromnums
- calculate the vector from three numeric values.Max
and Min
parameters for calc_eval_number
.calc_eval_number
is now getting stored only if evaulation has succeeded. Trigger after operation
is now called only if evaulation has succeeded. Added Trigger on calculation fail
parameter.Report as vector
parameter for calc_eval_number
.Mod
, Find Max
and Find Min
operators for calc_eval_number
.Third operand
parameter for calc_eval_number
- it allows to do computations on 3 parameters using the same entity.Armor Damage
and Do Armor Damage
spawnflags for trigger_hurt_remote
(compatibility with Sven Co-op).Player Invulnerable
spawnflag for trigger_camera
(compatibility with Sven Co-op).Position
and Direction
parameters for particle_shooter
.Direction
parameter for env_smoker
.Landmark
parameter for trigger_teleport
(compatibility with Spirit of Half-Life).item_pickup
. It can give a specified inventory item to the player on pickup (as an alternative to player_inventory
).item_security
icon is no longer shown in history of picked up items on the security card pickup unless the HUD sprite is set explicitly in the entity parameters. In general it's advised to use item_pickup
instead.Forward activator
for trigger_timer
.Trigger on arrival
for info_teleport_destination
(compatibility with Sven Co-op).trigger_hurt_remote
doesn't push the player anymore (it was unintended effect).Entity to play from
parameter of ambient_generic
not working properly sometimes.env_smoker
not emitting the correct number of smokes after the repeated activation.calc_position
and calc_velocity
commands to get the position and velocity reported by the specified entity.func_wall
, etc.). Note that you still need to include zhlt.fgd in order to have access to compiler-specific entities like func_detail
.Glow Shell
as render fx option in fgd.calc_
entities.trigger_changevalue
and some calc_
entities.