Forum posts

Posted 19 years ago2005-07-24 13:49:53 UTC
in Time counter Post #123214
Mmmm...I already told you how to do it with out coding! :lol:
Posted 19 years ago2005-07-24 13:48:03 UTC
in what example maps do newbs want?? Post #123212
I answered your quastion about these elevators! ;)
Posted 19 years ago2005-07-24 13:46:12 UTC
in Elevator tutoring please!!! Post #123209
If they will all have the same the trigger_auto will pick one randomly so give them diffrent names and make a multi_manager target them all! And trigger_auto has no name cause it can only target something at the start of the level so make that secound multi-manager(the one that resets it all after every round) will target a trigger_relay! :)
Posted 19 years ago2005-07-24 13:39:41 UTC
in Development News Post #123200
An IRC award! :cyclops:

Just kidding!!! :D
Posted 19 years ago2005-07-24 13:37:37 UTC
in Anomalous Materials: Redone Post #123199
Posted 19 years ago2005-07-24 13:35:05 UTC
in Anomalous Materials: Redone Post #123196
Haha...thats funny, anyway I don't wear glasses! :glad:
Posted 19 years ago2005-07-24 13:31:49 UTC
in UFO (I must be going insane) Post #123191
Ohhh...and what is that thing in that picture? :
Posted 19 years ago2005-07-24 13:31:06 UTC
in UFO (I must be going insane) Post #123190
They proved they exist but not with a picture! :lol:
Posted 19 years ago2005-07-24 13:27:54 UTC
in Time counter Post #123188
Make the stop button kill the multi_manager that keeps activeting that counter! Well you will only be able then to do it once! :glad:
Posted 19 years ago2005-07-24 13:23:04 UTC
in endless loop Post #123187
Costum apearence! :lol: Write something like that in there- zzzzzzzzzzaaaaaaaazzzzzzzzzzzzzzaaaaaaaaaa
Posted 19 years ago2005-07-24 07:04:11 UTC
in Sprite Problem Post #123118
He means the lazer's spirit so he can't see that in hammer!
Posted 19 years ago2005-07-24 06:59:59 UTC
in Time counter Post #123116
I said that after it triggers it a few times it will trigger it self so it will be looped so he wont need more then 16 values! :lol: And when the countdown is over a trigger_relay will kill that counter so it wont be triggered anymore! :)
Posted 19 years ago2005-07-24 06:53:48 UTC
in Time counter Post #123111
Ohhh...and don't forget about that there is a limit of 16 targets for a multi_manager so make him target him self so it will be looped(and after the countdown is over the trigger_relay will kill the counter so it wont metter if that multi_manager will try to target the counter afterward) :)
Posted 19 years ago2005-07-24 06:50:16 UTC
in Time counter Post #123110
Mmmm...I forgot the game_counter, Use it for it's better! Clicky

And use a multi_manager to target it each secound and when the counter will get to the number you like make it target a multi_manger that will target the the thing that is sepposed to heppen after the countdown and a trigger_relay that will kill the counter(using the kill target value) :)
Posted 19 years ago2005-07-24 06:41:03 UTC
in Time counter Post #123108
Use a multi_manager for the delay! :lol: And for the numbers use game_text! :biggrin: To make the numbers change just target another game_text that fades in in 0 seconds and replaces the last one.(same channel) Here is an example on game_texts! :)
Posted 19 years ago2005-07-24 03:08:53 UTC
in Your House! Post #123090
In my first map I tested stuff that I learnd by myself!!! :o Like stairs,the light entity,water,breakeables,monsters,weaponry and creating corridors! It only had one texture and I used carving! :(
Posted 19 years ago2005-07-24 03:03:31 UTC
in UFO (I must be going insane) Post #123089
Pppahaha... :lol: ...there are no wormholes! It's like saying that starwars is a true story! :sarcastic:
Posted 19 years ago2005-07-24 02:54:04 UTC
in what example maps do newbs want?? Post #123087
There is an example map on this! :P :aggrieved:
Posted 19 years ago2005-07-23 15:15:05 UTC
in Breakables Post #123006
Make them all target on break(they have a value with that name) a mulisource that will target that object! :) And make sure nothing else targets that multisource!

Ohh...and before you ask any quastions in the forums read the tutorials and search the vault for the multisource tutorial explained that in there too.
Posted 19 years ago2005-07-23 14:54:09 UTC
in what example maps do newbs want?? Post #122994
What do you want to know? :P And as for the last sentence you should listen to that too! :P
Posted 19 years ago2005-07-23 12:52:57 UTC
in Nihilanth Monster Post #122966
And info_teleport_destentions! :D
Posted 19 years ago2005-07-23 12:50:25 UTC
in UFO (I must be going insane) Post #122965
Well black holes exeist but they just look like black moons! :glad: A black hole is a sun that after it 'died' it shrenk and thats why it's sucks stuff!:nuke:
Posted 19 years ago2005-07-23 11:30:56 UTC
in Development News Post #122951
Put in the forum help an explaniton on what each one of those indication icons mean! :)
Posted 19 years ago2005-07-23 08:38:27 UTC
in Max_viewable distance cool models Post #122920
Or monster_generic with the prisoner flag on! :)
Posted 19 years ago2005-07-23 04:05:00 UTC
in Competition 14 Post #122892
Well if you will miss the date you could always finish the map and post it in the vault! :glad:
Posted 19 years ago2005-07-23 04:02:48 UTC
in Do you even play Half Life anymore? Post #122891
Dude, that game owns.

YOu can shoot off limbs :D
Nothing special it was done in older games! Like GTA3 :P
Posted 19 years ago2005-07-23 03:31:02 UTC
in Max_viewable distance cool models Post #122890
Well...from how meny parts did you built that wall?
Posted 19 years ago2005-07-23 02:47:14 UTC
in One Way Window Post #122888
It's in the ZHLT.wad! the wad is in the directory you placed the zhlt compiling tools! If you are using the same compiling tools hammer came with(qauke's compiling tools) then change to zoner half-life compiling tools now! You will find them in here :)
Posted 19 years ago2005-07-23 02:39:05 UTC
in Nihilanth Monster Post #122886
I think it teleports you to every info_teleport_destenation in the level! So put some and I think it will work! I'm not sure so try also,after you tested the last thoery,to name all the info_teleport_destenations! :)
Posted 19 years ago2005-07-22 16:02:18 UTC
in lights, once again its the lights Post #122792
Didn't see your post for I was writing mine for a few minutes! :glad: Chack if all the checkboxes near the compiling parameters are ticked or if you are using normal compiling mode then just check if vis and rad are running! :)
Posted 19 years ago2005-07-22 15:59:29 UTC
in lights, once again its the lights Post #122790
- Warning: Larger than expected texture (348972 bytes)
- Warning: Larger than expected texture (348972 bytes)
Warning: More than 8 wadfiles are in use. (10)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
Try removing some unless wads (or that you aren't going to use them in your map) from the textures list in the proporties! And search in here for a solution for the other two problems! :)
Posted 19 years ago2005-07-22 14:47:10 UTC
in Problem Post #122778
No realy new! It's one of those thin ones! : (just doing some thing for my brother :thefinger: )
Posted 19 years ago2005-07-22 14:42:53 UTC
in lights, once again its the lights Post #122775
Did you chack for problems in hammer? :| And post the compiling log! :glad:
Posted 19 years ago2005-07-22 14:40:39 UTC
in Problem Post #122773
Yes but my screen hates Hl1's openGL for in quake2 I play with openGL and it work fine exept that software looks better but with so many bugs! :(
Posted 19 years ago2005-07-22 14:37:50 UTC
in Invisible Wall (Undesirable Effect) Post #122769
A clip brush is a regular brush with the clip texture on it! :) And it is invisable and blocks the player and monsters! ;)
Posted 19 years ago2005-07-22 14:25:51 UTC
in Problem Post #122763
No concave angles,no null texture! And I tried to rebuild it and it didn't help! I made it form trinagles and few squares so the brushes weren't comlicated! I don't know why the game had problems with them so I had to change that area a little for it didn't work otherwise! :)
Posted 19 years ago2005-07-22 10:26:06 UTC
in Half-Life: Hostage Situation Post #122706
I never seen this mod,or any other maps hunter made, so I don't know if it's good! :|
Hehe, actually, i kinda like the idea. Sound like a mod that doesn't take years to build.
Well this 'short' mod has taken a very long time! :sarcastic: What are you waiting for finish it!! :aggrieved:
Posted 19 years ago2005-07-22 10:21:11 UTC
in Urb's Multiple Choice Fan Fiction Post #122704
Calm down, calm down! He doesn't ow you a thing so will you shut up! He can stop writing it right away if he likes! :P
Posted 19 years ago2005-07-22 10:14:01 UTC
in Why garry's Mod rocks so much Post #122699
Yay...thank you wourldcraft dude you made my brother hate Hl2 with that screeni,he said thats to much expretion that it's starting to look stupid and useless! :biggrin: Now he wont annoy me and tell me to map for source!! :D Thank you, thank you! :heart:
Posted 19 years ago2005-07-22 10:02:15 UTC
in Problem Post #122693
But you said it can be ON the cliff! Anyway he has his own train! :)
Posted 19 years ago2005-07-22 08:09:11 UTC
in map problems Post #122659
Mmmm..same but do you mean that you want to change a weapon's sound? : Well put your new sound in the same directory as the old one(valve/sounds/weapons) and give it the same name as the old one! That way I think the game will use this sound insted of the old one! :glad:
Posted 19 years ago2005-07-22 08:05:49 UTC
in Problem Post #122658
Thank you very much for the info and it worked! :biggrin: Does it look good? :quizzical:
Posted 19 years ago2005-07-22 05:22:54 UTC
in map problems Post #122645
In the 'wav name' value what did you write?(or what is written in there) Well to use costum/extructed(use wally to exturct them but it's a little bit more complicated to use them later) sounds you will need to put them in valve/sounds/... :) Then when you search for them through hammer(near the 'wav name' value you will see a '...' button) When you choose the sounds from that directory it will be the same as they were in the pak! :D
Posted 19 years ago2005-07-22 02:13:09 UTC
in PHP help and tutroials Post #122622
You guys are anoying! :x He doesn't want to buy that book so can you please tell him how!! :furious:

Seventh: If a book can teach you why can't you? :P
Posted 19 years ago2005-07-22 01:51:03 UTC
in env_fade - How does it work? Post #122621
Posted 19 years ago2005-07-22 01:28:56 UTC
in Why garry's Mod rocks so much Post #122620
Naaghh..that doesn't look like that it! :lol: looks like they are both in love :heart: (cause of the scientist) and the G_man is just an idiot! :sarcastic:
Posted 19 years ago2005-07-22 01:20:57 UTC
in Competition 14 Post #122618
And I have this annoying problem that I don't know how to solvw it exept from rebuilding and making a nice part uglier! :aghast: :cry: Please Help Me :roll:
Posted 19 years ago2005-07-22 01:15:16 UTC
in Impenatrable walls / -wadincluded Post #122617
The null texture discards of the face,and because of that makes it invisable, it's on but it doesn't meen you can walk through it! :glad:
Posted 19 years ago2005-07-21 15:31:56 UTC
in level change Post #122552
Do you have landmarks and trigger_changelevel in both levels? :|
Posted 19 years ago2005-07-21 15:29:35 UTC
in Why garry's Mod rocks so much Post #122551
The G_mans arms are dislocated and they look gay! :aggrieved: