Forum posts

Posted 20 years ago2004-08-03 15:19:03 UTC
in my entities are gone Post #47737
It doesnt matter where teh FGD is. Make sure you have the most recent version of the FGD from http://dev.valve-erc.com/?go=fgd . I know the hl-cs.fgd in the CS GCF does not work for a few people and appears blank.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 14:57:15 UTC
in new monsters Post #47735
If you want your monster to have behavior of a certain monster, such as a zombie or hgrunt, you need to rename monster.mdl to zombie or hgrunt.mdl. Then, put a hgrunt or zombie in your map and youre good to go.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 14:54:14 UTC
in putting models into maps? Post #47734
Also, the NS team will not tolerate their textures being used in anything other than Natural-Selection, so don't bother trying to use them in a CS map or anything other than NS.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 04:39:58 UTC
in question on wall again =[ Post #47673
Ah, true.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 03:55:48 UTC
in ent mod Post #47669
Yes, sv_lan needs to be 0 to allow other people not on a LAN to play.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 02:19:47 UTC
in Computer Upgraded! Post #47655
Very nice. Enjoy :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-03 01:33:38 UTC
in question on wall again =[ Post #47652
You need to make three walls, actually.

First, make the wall/fence/whatever a func_illusionary and set the rendering modes and such.

Then, make two clip brushes the same size as that wall on each side.

I believe we have a tutorial on this same subject if that did not help.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 22:51:04 UTC
in Models in general Post #47645
Well, if you want to use them in a mod of yours, you will probably need to make your own.

http://hl-improvement.com has replacement models, but you'd have to speak with their creators regarding mod usage.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 22:23:51 UTC
in "Scripted" Compo -NOTES Post #47643
I don't know if I'll have mine in. I had a bit of an issue with some faulty wiring which kind of screwed up my right hand and it's quite difficult to type this, nonetheless map. If it gets done I'll put it up, if not, forget about it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 20:51:52 UTC
in Game movies Post #47637
Yay on the HL2 movies but....ewww....on Halo2. One was enough!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 20:34:24 UTC
in fading sprites Post #47634
Spirit?

You could have a setup of env_renders that make it dimmer when you get farther away, too, but it seems like an awful lot of work for an effect few people will notice.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 19:35:28 UTC
in CZ .fgd Post #47628
I don't believe there are specific FGDs for Deleted Scenes or CZ that incorporate the features that they have. You could write your own.....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 19:34:30 UTC
in inputting custom .wav files Post #47627
If you use an ambient_generic when you want someone to say something, their mouth doesn't move and it looks odd. That's where you would use a scripted_sentence.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 19:00:55 UTC
in QuickSilver Post #47624
Off topic/game spoiler :P .

Have you checked his profile, Rileymo?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 18:56:25 UTC
in inputting custom .wav files Post #47623
Okay, I'll re-explain what I said in the shoutbox here so it doesn't disappear as quickly.

You do not need to create your own pak files for anything, as pak files are obsolete with the death of WON. Go get Steam as it will update your version of HL.

Sounds need to go into your modsound folder. This is valvesounds for use in HL, cstrikesounds for Cstrike, nspsounds for NS, and so on .

To play the sound file, use an ambient_generic. To make someone say the sound, like a Scientist, use a scripted_sentence. You'll need to add a sentence name and the file path to the sentences.txt to make it work in the latter situation. I believe we have tutorials on doing that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 15:27:55 UTC
in How do I make a move for title? Post #47606
It only shows those logo.avi movies in WON builds, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 15:13:15 UTC
in Life Gear, previews and news Post #47604
GL sounds awesome. Just make it hold more than NS' 4 round GL.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 04:43:37 UTC
in combined scripts??? Post #47501
No problem.

About the av, thanks :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 04:41:33 UTC
in Half-Life is out of date??? Post #47500
lol rabidmonkey, steam is already a few years old!
Really now. I though it came out last October. I remember reading an article about VALVe's 'proprietary content distribution system, Steam, being released this month' in some paper or PCGamer or something. Maybe i'm thinking of the wrong article.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 02:51:23 UTC
in combined scripts??? Post #47486
You can't have two entity types together unless your mod uses the Spirit of Half-Life code options. However, if you want to make the bottles breakable and pushable, just make a func_pushable and set the options so that it can be broken.

You can make swaying areas using a func_pendulum. Make a trigger on top of the area you want to sway that targets the func_pendulum. Don't forget the origin brush.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 02:39:55 UTC
in Half-Life is out of date??? Post #47485
Er, steam hasn't even been out for a 'few years'. Less than a year if I'm not mistaken.

You'll want the most recent update, nonetheless, in order to play with other people. Just set the games to auto-update and Steam'll make sure theyre always up to date so this problem can be (hopefully) solved and won't occur in the future.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 01:31:21 UTC
in mario mod Post #47482
Apparently so.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 00:40:18 UTC
in cs loading problem HELP!!!! Post #47479
Steam bug/hack. I got this error when I turned off my Firewall and got hacked.

Exit and Logout of Steam and try joining games again.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-02 00:19:13 UTC
in Adding Models Post #47477
Download their updated HL FGD and use only the cycler_sprite from there.

Make sure youve unpacked all the models to the modmodels directory.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 23:46:22 UTC
in Half-Life is out of date??? Post #47474
Steam and 1.1.1.0? AFAIK, the most recent steam build is 1.2.0.0 or something along those lines. Make sure Steam is allowed to access the internet by your firewall and that the games are set to automatically update when they find a newer version.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 23:36:43 UTC
in Lambda Dam Post #47472
It's there because it's another area to play through. No significance to the game other than it's just another part of Black Mesa.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 22:20:35 UTC
in Adding Models Post #47465
You need the Hammre 3.5 beta version for models to show in-editor.

http://collective.valve-erc.com/index.php?go=hammer

has a download and instructions to enable model support.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 20:41:22 UTC
in Monstermaker spawn grenades? Post #47460
I remember a map in HL where two grenades were launched at you when you went trough a door, effectively blocking you from using that exit. It was in the garage level. Decompile that map and look how that was achieved, it could help you on your way...
I believe that the grenade was invisible, as the exploding crates were in the way blocking your view, and all that happened was a grenade timer sound, and then an env_explosion, blowing up the boxes and preventing you from escaping that route.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 19:57:34 UTC
in Twhl is becoming concious again! Post #47452
Things are getting better, yes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 18:33:25 UTC
in i.am.making.compo.plz.enter Post #47444
I'm almost done. Just gotta add a few skybrushes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 18:31:21 UTC
in did anyone ever notice in hl... Post #47442
You can only have 1 NPC of each type, AFAIK.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 18:10:57 UTC
in Lambda Dam Post #47438
As for coolant reservoirs, the ones in Bleushift were probably for the teleporter devices there. The Lambda Core may well have it's own coolant reservoirs. Isn't that what you swom through?
Yes, the Bshift coolant resivoir was for the teleporter.

If anyone remembers Lambda core, you had to run around turning on the pumps in the cooling stations for the reactors. You go swimming in the reactor core, though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 13:57:16 UTC
in Cant find 'beginner1.BSP' Post #47369
You probably have a compile error. Find the .log error file with the same name as your map and post it here.

The files .p0, .p1, .p2, .p3, .prt, .wic and the .lin file are all created by the compiler and can be safely deleted.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 13:26:36 UTC
in CZ .fgd Post #47366
Afaik, you use the CS 1.6 FGD for CZ as there is no FGD with the CZ features.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 13:25:34 UTC
in Doors Post #47365
Check the 'Reverse Dir' flag.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 13:19:12 UTC
in favorite hl hero or villian Post #47364
I like Barney.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 05:03:15 UTC
in ToDo Post #47304
Besides, arguing over who would be good for new mods just makes you sound silly and will probably not earn you a mod position.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 02:42:34 UTC
in i need mappers Post #47300
I said I'm not sure if I will have the time to work on this. I'm still thinking about whether to join your team or not.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 02:10:20 UTC
in hl .fgd in cs?? Post #47298
You can use FGDs on steam maps....

You need the CS 1.6 FGD to have features such as weather, though. The HL one is the same.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-01 00:47:02 UTC
in Doors Post #47290
Most importantly is the direction - use the little compass in the top-right to point the movement in the right direction. This will move the door in that direction on the Z axis (moving along the top view)
From the doors tut...

That explains it pretty well. You don't need to bother with pitch or roll. Yaw is at the top right.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 23:45:20 UTC
in Doors Post #47286
You need to set the direction it opens with the Yaw compass in the properties dialog.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 22:18:55 UTC
in the new compo..... Post #47282
http://cariad.co.za/twhl/forums.php?pgt=1&action=viewthread&id=3837&pg=1

That thread can partly answer your second question.

We won't know what it's about until it starts.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 22:14:08 UTC
in mario mod Post #47281
If you read the above posts, most likely not.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 16:16:02 UTC
in Choosing different model bodies. Post #47146
Grunts' heads and attachments can be adjusted by setting their weapons. Afaik, giving the grunt a Shotgun gives him goggles and the ski mask, while the 9mmAR+GL gives him the beret/commander head, while the other two options (9mmAR and 9mmAR+HG) alternate between the basic grunt heads.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 04:57:13 UTC
in Unknown error. plz help Post #47001
Posted 20 years ago2004-07-31 04:38:45 UTC
in trigger_push *quick* Post #46998
See those little drop-down boxes under the Pitch Yaw Roll settings in the trigger_pushs' properties box? Set the yaw one to up.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 03:34:28 UTC
in Map idea Post #46983
I don't think you can start the player off crouched. You could adjust the chair back a little bit so the player_start fits in there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 02:47:34 UTC
in Shipped out mod, needs mappers Post #46968
Er, ignore my comment about making a chapter. I wrote that when I wasn't thinking. Too much stuff to do. Sorry.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 01:20:50 UTC
in Unknown error. plz help Post #46959
Is your map in the correct place? cstrikemaps?

And I'd suggest upgrading from CS 1.5 as WON died.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-31 01:18:14 UTC
in Shipped out mod, needs mappers Post #46958
I may be able to make a small map set (ie chapter). Gimme a few days and I'll see what I can get started with.
RabidMonkey RabidMonkeymapmapmapfapmap