Forum posts

Posted 21 years ago2003-09-26 18:59:50 UTC
in Problem With CHANGELEVEL Post #1716
Assuming the two maps are identical in the area of the changelevel, raise your info_landmark in the second map. Keep adjusting your landmarks until you can go back and forth without getting stuck. This way works for me, although there's probably a more precise way to do it.
Posted 21 years ago2003-09-25 17:01:25 UTC
in CS lightning problem Post #1666
I had the same problem in the darker areas of Minimicus. I needed them brighter, but adding light entities wasn't the right solution and Map Brightness didn't work for me either. I was able to get the right amount of light by using the -ambient parm in the $light.exe compile command. I set mine to -ambient .0047 .0047 .0047 which barely lights up the dark areas. Try a higher setting if you need more light. The settings are very sensitive though, as you'll discover if you try it.
Posted 21 years ago2003-09-25 16:39:31 UTC
in Minimicus Post #1665
sigh :/ Thanks for the review (of your PC). I have an idea that might help. Try playing it on your friends computer.... :)
Posted 21 years ago2003-09-24 20:01:04 UTC
in Minimicus Post #1636
I did notice that, ministeve. And I must say it was a very accurate rating! ;) I am absolutely blown away by the number of times minimicus has been downloaded... 460 !!!! Thanks again to all who played it!
Posted 21 years ago2003-09-24 19:54:32 UTC
in Game Crashes when I play my map Post #1635
Yes, look at the line located just above the last line. When it should be executing hl.exe, it is executing hlRAD.exe.
Posted 21 years ago2003-09-23 21:13:32 UTC
in spirit prob and texture change Post #1585
For buttons to change texture, use texture pairs that begin with +0 and +A, for instance +0BUTTON4 and +ABUTTON4. Those textures will toggle automatically when used on a button.
For your spirit console question, I'm not sure because I don't have spirit, but try "game spirit map mapname"
Posted 21 years ago2003-09-23 21:01:23 UTC
in Outdoor Maps Post #1584
I think you mean the sky texture. Take a look at atoms Environment tutorial for help on outdoor maps. But you definitely DON'T want to make a brush surrounding your entire level. That is known as a 'skybox' and it will cause your hair to fall out in clumps and your children will be born with two heads! OK, so it won't cause that, but it is a bad mapping technique that you should strive to avoid.
Posted 21 years ago2003-09-16 17:21:44 UTC
in Atom, just wondering... Post #982
Hey Atom, what is your favorite movie? I'm just curious... no specific reason for asking...just making casual conversation is all. lol
Posted 21 years ago2003-09-13 10:18:51 UTC
in Minimicus Post #1077
Thanks Tlax, I'm glad you liked it! I'm happy (and relieved)at the positive response it's getting. 235 downloads so far!! I never would have imagined that! WOOHOO!!
Posted 21 years ago2003-09-12 17:55:05 UTC
in problems Post #86
Make sure the 'multi-threaded' flag is ticked in your multimanager. If that doesn't fix the problem, leave it ticked anyway, it should always be ticked. Make sure your ambient names do not contain any capital letters. If it still doesn't work, you'll need to test each sound individually (by taking the other two ambient names out of the multimanager) to make sure the settings for each of the ambient-generics are set correctly. If each sound works individually and they still don't work together, post your map in problem maps, or send me an e-mail and I'll have a look.
Posted 21 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 21 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 21 years ago2003-09-07 20:24:45 UTC
in monster triggers Post #175
I had this exact problem in my LDSF laser competition map. How do you trigger an event off of the last monster that dies if they are spawned into the map? I couldn't figure a way to do it using monstermakers. To get around it, I made a lift that contained all the monster_human_grunts I needed. And lifted each grunt into a trigger_teleport which brought him into the map when I needed him. Then I had each of their deaths trigger a separate button and all of the buttons targetted a multisource. (I couldn't target the multisource off their deaths directly) The multisource targetted the ending sequence. So when the last grunt dies, it triggers the ending sequence. The rmf is included with the LDSF download. It sounds more complicated than it is. :)
Posted 21 years ago2003-09-04 17:54:59 UTC
in Entities Not Showing Up and Other Proble Post #214
I was always here, checking in every day. But the questions people were asking was about stuff I couldn't answer... or somebody else answered them first. Plus my mapping project is almost complete! Nice to know I was missed, though.
Posted 21 years ago2003-09-03 21:11:27 UTC
in Entities Not Showing Up and Other Proble Post #211
Whenever you have an error you want to research, try going to http://www.slackiller.com/tommy14/errors.htm I have always found the answers there...thanks to andy for telling me about that one!
Posted 21 years ago2003-09-03 21:05:39 UTC
in Collapsing Walkway? Post #240
What entity are you using for your walkway? A func_door_rotating sounds like what you need. Play with the settings and you will get it to swing down in the direction you want. Try and angle of 'down' and either the X or Y axis flag ticked.
Posted 21 years ago2003-08-19 18:47:23 UTC
in competition entries Post #1155
All previous competition entries are available for download in the competitions section. They've always been there. I agree, they would be easier to find if they were located in the map vault.
Posted 21 years ago2003-08-16 07:02:04 UTC
in texture compile problem Post #1255
Posted 21 years ago2003-08-15 18:10:01 UTC
in Crushing Bigmomma Post #1274
Gman doesn't crush! Just stands there holding up the crusher like freakin superman! :)
Posted 21 years ago2003-08-10 12:28:30 UTC
in scripted_sequence Post #462
Trigger the name of the sequence in the target field of the sequence itself. Tick the 'repeatable' flag. It will just keep firing the same animation over and over and over. You can use the 'delay before trigger' to make it wait a number of seconds before repeating.
Posted 21 years ago2003-08-07 19:54:20 UTC
in Cameras Post #505
You're welcome. It's always nice to hear when our solutions or advice helps you guys!
Posted 21 years ago2003-08-06 18:45:09 UTC
in Cameras Post #503
I am wondering if you downloaded the .rmf that I made to answer your security cameras post awhile ago? It would have saved you some time finding the trigger once solution you mentioned here. You can't make the trigger once swivel with the camera. But if you use the func_tank method from the map I provided, the alarm gets triggered when the camera 'sees' the player. It sounds like that is what you are trying to do. Look at camera 2 in the 'security cameras' map in problem maps.
Posted 21 years ago2003-08-05 20:57:04 UTC
in random tiling Post #517
If you are talking about the textures that begin with the
'-' sign, you need to place only the -0 texture and it will tile the rest of the numbered textures of the same name. If you use anything other than -0, it will just act like a single normal texture and not tile.
Posted 21 years ago2003-08-03 20:48:59 UTC
in Using .mdl? Post #536
You are Ok on the skeleton because it doesn't have any animations. A cycler will go thru the animation list of whichever model it is showing. For instance, put the scientist.mdl in a cycler and watch what happens each time you shoot him. If you want to prevent your skeleton from bleeding when he gets shot, use the monster_furniture entity instead.
Posted 21 years ago2003-08-02 19:02:46 UTC
in put a video/demo in a map Post #529
I think you are talking about a cut-scene. You need to use the trigger_camera entity and some scripted sequences for that. A good site for camera techniques is http://www.planethalflife.com/todesangst/tod1_camera.htm
Posted 21 years ago2003-08-02 18:57:43 UTC
in Using .mdl? Post #534
I think you can get undesirable results using the cycler. I could be wrong, but I thought the cycler was only used for development. Shoot the entity created by the cycler to see what I mean; it will cause the model to cycle through its animations. But if it is working fine for what you are trying to achieve, then it's probably OK.
Posted 21 years ago2003-08-01 19:16:36 UTC
in Using .mdl? Post #532
You are right, use the monster_generic entity and place the model path and name in the 'model' attribute. For instance, the skeleton model name would be written like this:

models/skeleton.mdl
Posted 21 years ago2003-07-12 18:18:26 UTC
in Crushing Bigmomma Post #1270
Ive talked to several people who have downloaded my scripted contest entry. They didn't realize that I used a scripted_sequence to cause the bigmomma to run underneath the crusher whenever the player gets near the button. This makes it possible to crush her and she splats real good. You can also lead the scientists under there and crush them to, if you're sick like me. :)
Posted 21 years ago2003-07-08 23:00:47 UTC
in Scripted Contest Post #1276
I want to congratulate the winners of the latest competition. Lots of good sequences there! A lot of hard work went into all the entries. I looked at them all and I was really impressed! Good job everyone.
Posted 21 years ago2003-07-07 23:02:00 UTC
in target_cdaudio Post #640
Hmmm, strange problem. You are correct to leave radius blank because the target_cdaudio is triggered by the func_breakable. Track 1 is actually silent, so you must be using 'development 2' when testing in order to know that the target_cdaudio is actually being triggered, right? If not, make sure the target-on-break is targetting the correct name. You could try making a small test map with a target_cdaudio triggered by a trigger_auto just to be sure your CD is working.
Posted 21 years ago2003-07-07 20:36:07 UTC
in target_cdaudio Post #638
I tried to duplicate this problem in a test map and it always seems to work properly. However, I noticed in your post that you say it is set to 'Track12'. When I typed that into my test map exactly as you posted it, I had the same problem you describe. There should be a space between Track and 12. There is a drop-down list available to use for picking tracks. If you are typing the name, try picking the track from the drop-down list instead. Let me know if this fixed it.
Posted 21 years ago2003-07-05 13:30:49 UTC
in Leaf Portals saw into leaf??? Post #641
As you have found, this problem doesn't always affect map play and might be alright to ignore. Check out this link, it will explain what is going on.
http://www.slackiller.com/tommy14/errors.htm#leafsaw
Posted 21 years ago2003-07-02 18:53:13 UTC
in decals Post #655
A decal will get it's alignment from the texture of the surface it is placed on. So if the decal is backwards, the texture of the wall surface behind it needs to be adjusted. In my test map, I was able to fix the backward decals by bringing up the texture face properties of the wall they were on and checkmarking the 'face' box in the 'Align:' area.
Also, the disappearing decal problem is caused by using a regular texture on an infodecal. The regular texture shows up in the 3-D window, but does not show up in the compiled map. You must use an actual decal on the infodecal entity. All decal textures begin with the { symbol and do not have a blue background.
Posted 21 years ago2003-07-01 22:16:29 UTC
in decals Post #654
Here's what I know, but I must say I have a lot to learn about using decals. First, you choose the decal you want by browsing the textures. Type the { symbol in the texture filter. Any textures that begin with { and don't have a blue background are decals. Double click the decal you want to use. In the 3-D window, use camera mode to view the surface where you want to apply the decal. Then turn on the decal tool (shift-D) AND the pointer tool (shift-S). (The decal tool only works when BOTH of these are toggled on.) In the 3-D window the cursor now looks like a plus sign over a 2-D explosion. Place the cursor where you want the decal to be and left click the mouse. The infodecal should now be showing. For some reason the decal will show up backwards if you put it on a wall that faces north...I haven't figured out how to turn that around. Decals seem to have their own built in color, most are black, but I don't know if it's possible to change the color. I hope that helps, let me know if you have specific questions and I'll give a shot at finding the answer.
Posted 21 years ago2003-06-21 14:11:22 UTC
in ZHLT Post #677
I'm sure LightForce meant to have you put the -bounce 10 in your light.exe parameters in the expert compile window. The rad file he mentions is used by light.exe automatically.
Posted 21 years ago2003-06-13 19:14:42 UTC
in MapVault Post #1280
Perhaps a total count of maps in each category on the category page? Or some other way we could tell at a glance if new maps had been added since the last time we looked.
Posted 21 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 21 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 21 years ago2003-05-13 19:45:26 UTC
in Barney Post #762
I'm glad I could help. I was lucky enough to stumble across this site also, and my mapping has really improved after finding it. I'll have to leave your 'evil barney' question to someone more knowledgable though. I'll be interested to see if someone has the answer.
Posted 21 years ago2003-05-12 19:41:41 UTC
in Barney Post #760
You can do this with the monster_human_grunt entity (the marine). Build an invisible barrier around the grunt which keeps his AI from kicking in until the barrier is gone. Here's how: Place a func_wall_toggle around the grunt. A hollow cube will do nicely....tie it to the func_wall_toggle entity and place the grunt inside. Leave the grunt's properties on their default. Name the func_wall_toggle whatever name you want. Set up the properties for the func_wall_toggle like this:
Render mode = texture
FX amount = 0
Make sure the 'starts invisible' flag is NOT checked. (The player will not see the wall because of the properties you set for it, but the wall is still there blocking the grunt's AI.)
Then place the gun in your map.
Set the guns 'Target' property to the name of the func_wall_toggle. This will cause the wall to go away when the gun is picked up. That should be all you need to do. The grunt will always turn to face the player, but will not attack until the player picks up the gun. BTW I liked goldeneye too.
Posted 21 years ago2003-04-30 19:32:52 UTC
in Losing Sight Post #784
If you have a large amount of brushes in your map it can cause the problem you are seeing. The HL engine starts to drop brush faces when there are too many to draw. As an experiment, make a copy of your map and take out your battleship. Then compile it. If the black patches don't appear in the test map, then your ship has too many faces. You can try making your ship (or parts of it)into a func_wall which should cut down on the number of faces. Also, when you compile are you doing a full vis? If nothing gets rid of the patches, it's possible the map is just too big. The HLrad section of the compile log displays the number of faces and the number of patches. Let me know what your counts are for those.
Posted 21 years ago2003-04-19 19:51:41 UTC
in blood Post #814
Try putting the env_blood entity in your map again. Give it a name and target it with something like 'trigger once'. Set the angle as 'down'. Choose red for 'color of blood'. On the flags choose 'spray decals.' For 'amount of blood' choose what you want. I usually set it at 25 and use several env_bloods with the same name to control where the splatter is. But you have to find what works best for your map. Try it in a small test map so you can tweak the look of it without waiting for a big map to compile, then move it into your real map when you have it looking right.
Posted 21 years ago2003-04-03 21:45:10 UTC
in Comp 3 Post #1318
Thanks Andy! I too enjoyed looking at the other entries. There were some really good ideas in the mix. My hat is off to Tlax for his winning entry, nice work! The competition is ramping up in these contests. A big thanks to Atom for making TWHL the cool and useful site that it is.
Posted 21 years ago2003-01-18 17:41:24 UTC
in Blood on glass func_door? Post #956
Thanks Andy, that worked. I was able to play around with the env_blood settings like you suggested to get the effect I wanted. I actually had to put the env_blood on the OUTSIDE of the glass with the player so that the decal would be visible to him. I used several env_blood entities set to small amounts which makes it hard to tell that the blood is not coming from the inside of the glass room. Excellent suggestion, thanks again!
Posted 21 years ago2003-01-17 21:10:41 UTC
in Blood on glass func_door? Post #954
I am creating an action sequence that shows a monster_bigmomma getting blown to pieces in a glass enclosed observation room. Everything looks right except I want a big glob of blood to splat on the glass func_door that separates the player and the bigmomma. Any ideas on how to accomplish this? I've tried a few things, but no luck yet. -slay