Forum posts

Posted 19 years ago2005-06-07 11:20:35 UTC
in Sentences :zonked: Post #113090
Sorry, ment to say that it will take Hl1 about a minute to find the sentence! :lol:
Posted 19 years ago2005-06-07 11:18:58 UTC
in Sentences :zonked: Post #113089
Mr.Good Map make sure you use capital letters! ;) If you wont it will Hl1 about a minute to find the sentence. :(
Posted 19 years ago2005-06-07 11:15:15 UTC
in Site domain? Post #113088
Those thingies are back!! :o
Posted 19 years ago2005-06-07 10:35:02 UTC
in Milkshape 3D Post #113087
Please upload it! :)
Posted 19 years ago2005-06-07 10:23:30 UTC
in Milkshape 3D Post #113085
Well when I uninstalled it and made sure all it's files are gone and then installed it agine it was not expried!
Posted 19 years ago2005-06-07 10:20:31 UTC
in Including Monsters!?! Post #113084
Only that the archer fish is sepposed to shoot arrows! :x
Posted 19 years ago2005-06-07 07:31:57 UTC
in Milkshape 3D Post #113073
Uninstall it each time it expries and then install it! : But does it make such a great diffrenes?
Posted 19 years ago2005-06-07 07:28:13 UTC
in map's Post #113072
Only the game will have to rander more maybe the framerate will be lower! :|
Posted 19 years ago2005-06-07 07:26:21 UTC
in Including Monsters!?! Post #113071
You meen that If I'll program this archer fish and put his model in game then he will move and attack? Is programing is giving him AI? :
Posted 19 years ago2005-06-07 02:57:51 UTC
in Yet another Light ''prob?'&# Post #113049
Does it play the scripts too? :confused:
Posted 19 years ago2005-06-07 02:01:12 UTC
in Including Monsters!?! Post #113045
I know that I need to use a monster_generic and I know how to use it! But how do I make monsters like the archer fish attack you and move? :
Posted 19 years ago2005-06-07 01:10:49 UTC
in Site domain? Post #113044
I remember that there was something with txtbox but I don't think it was an advertisment! :
Posted 19 years ago2005-06-07 01:08:08 UTC
in Tele Problems Post #113043
I've found your problem through the graph! The multisource targets the teleporter, don't do that!!! Write down in the trigger_teleport's master value the name of the multisorce and here you go, when the multisource is on the teleporter is on too just like with locked doors!(make sure the teleport has a name) :lol: (the multisource starts off but I think you want it to start like that but if you don't want it to start off use trigger_auto to target the first multi_manager)!!! Mmmm... Through your graph I can see that you want the teleporter to be switched from off to on until you exit the game! If you don't want it to happen just don't tell the secound multi_manager to trigger the first one(only tell the first one to trigger the secound one) ;)
Posted 19 years ago2005-06-07 00:43:46 UTC
in I need your photos! Post #113039
Cool a whole room for me!!! Please send me some screenshots when you are finished for I want to see what have you done! ;)
Posted 19 years ago2005-06-07 00:40:20 UTC
in My sky ain't working Post #113038
Try chenging the format into a .tga with photoshop or ACDsee!! ;)
Posted 19 years ago2005-06-06 23:26:28 UTC
in My sky ain't working Post #113036
Anyway use them both!! ;)
Posted 19 years ago2005-06-06 23:12:33 UTC
in .wad Post #113033
Get a picture of the texture(you can take the picture yourself) and edit in wally!! ;) Atom made a tutorial on custom textures- http://twhl.co.za/tutorial.php?id=29
Posted 19 years ago2005-06-06 23:06:03 UTC
in moving cameras Post #113032
There is a follow player flag!!! :lol:
Posted 19 years ago2005-06-06 22:15:42 UTC
in help needed once again Post #113030
Photoshop or ACDsee! ;)
Posted 19 years ago2005-06-06 22:11:05 UTC
in funny/cool setups Post #113028
That's a realy ugly level!! :lol:
Posted 19 years ago2005-06-06 22:09:10 UTC
in Poll: Genres Post #113027
You could have just said that you think he should put all of them in the map! Anyway you are right!!! :)
Posted 19 years ago2005-06-06 22:05:44 UTC
in .wad Post #113026
But fileplant isn't for you can't download a thing from them if you are not rigistered! sigh :(
Posted 19 years ago2005-06-06 22:03:50 UTC
in My sky ain't working Post #113025
You need to have both .BMP and .TGA :lol:
Posted 19 years ago2005-06-06 22:01:23 UTC
in Tele Problems Post #113024
To turn off or on a teleport use a mulisource as it's master I can't put it any more clearer than that!!!
Posted 19 years ago2005-06-06 15:49:42 UTC
in Tele Problems Post #112965
Give the teleporter a name and in the master value write the name of the multisource! The multisource starts off so if you want the teleporter to start on you will need a trigger_auto! This trigger_auto will target a multi_manager that triggers the multisource and activete it! If you want to deactivete the teleporter in game just trigger that multi_manager again with everything you like!! ;)
Posted 19 years ago2005-06-06 13:42:30 UTC
in Change_target Post #112931
Nice idea there, Unbreakable! :o
Posted 19 years ago2005-06-06 13:40:34 UTC
in In game blood Post #112929
Fixed it! :D Wow I didn't knew that when you make a monster attack something with a script it actually hurts!! :cool:
Posted 19 years ago2005-06-06 13:27:00 UTC
in Change_target Post #112921
I think with trigger_changetarget!! :lol:
Posted 19 years ago2005-06-06 13:18:39 UTC
in RPG ADVENTURE #1 [closed] Post #112918
All the fun in it that someone destroyes your ideas for then it will be more unexpected!!!
Posted 19 years ago2005-06-06 13:16:46 UTC
in In game blood Post #112917
The decels don't need to be triggerd to start invisable, right? :
Posted 19 years ago2005-06-06 12:24:27 UTC
in RPG ADVENTURE #1 [closed] Post #112910
What have you expected someone was bound to ruin your story! But it's not that destroyed it can be easly fixed by anybody!!! Like those shadows that SariBous talked on them could be something the other tribe made to save this Y'ato! :)
Posted 19 years ago2005-06-06 12:16:54 UTC
in REAL PROBLEMS -send to me now!- Post #112908
No there isn't and thats the problem with Func_tracktrains!!! :lol:
Posted 19 years ago2005-06-06 12:14:42 UTC
in simple texlight questoin Post #112907
And just put for the lights a non togglable texture (with out a +) for only togglable and light emmiting textures will emmit light!!! Or a texture with +A(off)! ;)
Posted 19 years ago2005-06-06 12:07:33 UTC
in In game blood Post #112902
Can I use the decel tool for if I can't then I found my problem! :(
Posted 19 years ago2005-06-06 10:28:21 UTC
in Poll: Genres Post #112896
Ooops...used the "!" insted of the "." sorry seventh. :roll:
Posted 19 years ago2005-06-06 10:26:11 UTC
in Poll: Genres Post #112895
I think this tread should be moved to the mods forum!!
Posted 19 years ago2005-06-06 10:24:53 UTC
in In game blood Post #112894
Thanks Unbreakable!!! :D
Posted 19 years ago2005-06-06 09:12:14 UTC
in Poll: Genres Post #112889
F)Lots of action like in Quake 2 only more enemies then in Quake 2! :badass:
A)Horror theme
Posted 19 years ago2005-06-06 05:48:18 UTC
in In game blood Post #112851
Just wondering how to create blood decals while you are ingame? : Like when a zombie falls from a building and hits the ground there will be blood decales left in the place where he hit the ground!! :badass: I know I can make a Func_walltoggle that below it there are those blood decales and when the monster hits the ground the wall disapears! I think I can do it with Env_Blood that leaves decales! But is there a better way to do do it! :
Posted 19 years ago2005-06-05 18:09:44 UTC
in Tele Problems Post #112830
Read the tutorial on multisources. ;)
Posted 19 years ago2005-06-05 16:19:56 UTC
in rounded... Post #112824
Well to choose like that you will just need to push enter. ;)
Posted 19 years ago2005-06-05 16:15:38 UTC
in Blood. Post #112822
Ok, I'll try to stop(I'm starting to feel strange)
Posted 19 years ago2005-06-05 16:11:56 UTC
in rounded... Post #112821
You are seposed to choose the vertexes(white dots)! :lol:
Posted 19 years ago2005-06-05 13:42:13 UTC
in Blood. Post #112805
Well,of course you can do it with coding!!!But what is this SDK thingy? :

Sound like a nice idea,Urbanebula-Cold Blooded Monsters :badass:
Posted 19 years ago2005-06-05 09:40:39 UTC
in Blood. Post #112738
Yes,the render amount!!! Emm...Do you meen when you hit the monster? :
Posted 19 years ago2005-06-05 09:02:41 UTC
in Glass Post #112734
About that dark glass texture I tried it but I want this Generic103 texture cause it looks like it's bullet proof!! :cool:
Posted 19 years ago2005-06-05 07:58:32 UTC
in Tricks of the Train Post #112723
Tell me the number of the page and I'll inspect the prefab, or better yet...post your map in the problem map vault.
Posted 19 years ago2005-06-05 07:55:26 UTC
in Hidden Creatures Post #112720
Ohh...seventh told you that allready well to make it move use scripted_secuence and in the move to position value choose walk!(make sure the scripted_secuence is where you want the monster to walk to)
Posted 19 years ago2005-06-05 07:52:15 UTC
in Hidden Creatures Post #112718
With monster_generic!! ;) The model is models/loader.mdl
Posted 19 years ago2005-06-05 07:47:45 UTC
in Sentences :zonked: Post #112717
Well I think we can for Half-Dude doesn't ask me to do anything...ok. As for the Idea I must tell you that I have no ideas. :( But I'll be willing to help you with your ideas. ;)

Use '.' to finish a sentence, not '!' - Seventh