Forum posts

Posted 4 months ago2024-01-02 10:22:18 UTC
in New item changes players speeds for movements Post #348385
As a non-coder to my own suprise I was able to clone the longjum-item to get a new item for the player to pick up. The effects should be a changing of players speeds and heights but I dont know how to do that :-(
The relevant part of the class in items.cpp looks like this:

{
pPlayer->m_fMYITEM = true; // player now has the Item
???
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
WRITE_STRING(STRING(pev->classname));
MESSAGE_END();
return true;
}

What do I need to enter for the ??? to change the cl_forwardspeed, flDuckTime etc please? I am unable to make the correct entries :-(
awkook's method is better done just using an invisible func_breakable (e.g. covered entirely in NULL texture), or completely replaced by a gibshooter, as it's only there to spawn gibs.

Either way, for the first step you'll use the func_train as both UrbaNebula and awkook already suggested (for how to use it, check the entity guide page UrbaNebula already linked). This will make a brush that moves any path you define for it (such as straight down in your case) and rest at the end.
If this is all you need, then no more is needed to be done.
Any step after that is for creating any secondary effects, for example the brush breaking into pieces when it hits the scientist (this is what awkook was explaining). If you wish to do this, there's at least 3 ways to trigger the effects:
  1. Timed from when the brush starts falling
  2. Using the Fire On Pass (message) key of a carefully placed path_corner
  3. Have the scientist trigger it using its Take Damage TriggerCondition
For the effects themselves, as I said earlier you could use an invisible func_breakable or a gibshooter to spawn whatever gibs you want (even from the ceiling where the brush starts falling from, to simulate it breaking from/through there). An env_render targetting the brush can be used to turn it invisible, or a trigger_relay can KillTarget it to remove it from the game, if you want your brush to "break" on collision. It's up to you to find out exactly what you want to happen and when.

1 Timed:

When you trigger the brush to start falling, have a delayed trigger for your effects. You can calculate this by measuring the distance between the brush' start position and its position when it collides with the scientist (for example 100 units). If you made it fall with a speed of 800 units/second, then the delay should be distance / speed = time. In this example, 100 / 800 = 0.125 seconds.

2 Fire On Pass:

path_corner has a Fire On Pass key that can be used to trigger something when a func_train, well, passes it. Just place it where the geometric center of the train would be when it collides with the scientist.

3 TriggerCondition:

If the scientist is never going to be hurt in any other way, you can use it's TriggerTarget key set to trigger the effects and TriggerCondition set to Take Damage (2) and it'll trigger the effects once the train starts hurting it.
Maybe easier for beginning would be a func_door. Put the brush where it should be at the beginning (above the sicientist), make it a func_door with a name, downwoards-direction, a 100-damage when blocked, high movement-speed and set the flags to 'start open' and 'monster cant'. Depending on the size and position you need to try out which entry in LIP works best. Set another brush close to the player, make it a trigger_once and enter the name of the func_door as target. When the player passes through it, the func_door will move down and crash the scientist.
Can you explain Better? I am very new here
You could use a func_train to have a box fall onto a scientist, then use env_render to make it invisible when it hits the scientist, all the while having an invisible (via env_render) func_breakable on top of the scientist that becomes visible when the func_train goes invisible, and have it trigger to break, creating crate gibs. kind of a hacky way to do it, but you could sell the effect this way.
awkook awkookaka vhetutor
Posted 4 months ago2024-01-01 16:47:43 UTC
in TWHL Tower: Source Post #348380
Hey, everyone! I'm now looking for testers for the Alpha 3 build of TWHL Tower: Source. This will probably be the last alpha, so I'm looking for some new testers to make sure everything plays smoothly on a first playthrough. Let me know if you want to be a tester by sending me a direct message on the TWHL Discord server (my username is @dr._orange) or the TWHL website!
Dr. Orange Dr. OrangeSource good.
I think the only option is to use a func_train for the falling debris. You can set a high Damage on Crush value that will gib the scientist (or any other NPC) that is caught under it.
monster_urby monster_urbyGoldsourcerer
Posted 5 months ago2023-12-31 16:52:13 UTC
in Christmas themed maps & servers Post #348378
How to join?
Any help appreciated and if possible can you explain me step by step. Thanks for all the responses
Posted 5 months ago2023-12-30 16:26:31 UTC
in Same Damage in Radius for grenade explosions Post #348376
I cloned the weapon_handgrenade for HL1 (Solokillers SDK) with all settings and want to have it only give 1 Damage in the whole radius of the explosion. The DMG-skill is to 1 and in the ggrenade.cpp I tried these two settings:

void CSTUNGrenade::Spawn()
{
pev->movetype = MOVETYPE_BOUNCE;
pev->classname = MAKE_STRING("grenade");

pev->solid = SOLID_BBOX;

SET_MODEL(ENT(pev), "models/grenade.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
* pev->dmg = 100;*
m_fRegisteredSound = false;
}

and

CSTUNGrenade* CSTUNGrenade::ShootTimed(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity, float time)
{
CSTUNGrenade* pSTUNGrenade = GetClassPtr((CSTUNGrenade*)NULL);
pSTUNGrenade->Spawn();
UTIL_SetOrigin(pSTUNGrenade->pev, vecStart);
pSTUNGrenade->pev->velocity = vecVelocity;
pSTUNGrenade->pev->angles = UTIL_VecToAngles(pSTUNGrenade->pev->velocity);
pSTUNGrenade->pev->owner = ENT(pevOwner);

pSTUNGrenade->SetTouch(&CSTUNGrenade::BounceTouch); // Bounce if touched

// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().

pSTUNGrenade->pev->dmgtime = gpGlobals->time + time;
pSTUNGrenade->SetThink(&CSTUNGrenade::TumbleThink);
pSTUNGrenade->pev->nextthink = gpGlobals->time + 0.1;
if (time < 0.1)
{
pSTUNGrenade->pev->nextthink = gpGlobals->time;
pSTUNGrenade->pev->velocity = Vector(0, 0, 0);
}

pSTUNGrenade->pev->sequence = RANDOM_LONG(3, 6);
pSTUNGrenade->pev->framerate = 1.0;

// Tumble through the air
// pGrenade->pev->avelocity.x = -400;

pSTUNGrenade->pev->gravity = 0.5;
pSTUNGrenade->pev->friction = 0.8;

SET_MODEL(ENT(pSTUNGrenade->pev), "models/w_grenade.mdl");
  • pSTUNGrenade->pev->dmg = 100;*
return pSTUNGrenade;
}


I tried different values but either the damage is high in the radius (like normal) or 0 in the radius but 1 at the center of explosion. Also the scale of the explosion (spr) is scaled bigger when the values are lower.

Is it possible to have the damage 1 in the whole radius no matter where and not automatically upscaling the spr?
Thanks
The hard part about mapping is exterior
REBELVODKA REBELVODKASemper fidelis
Posted 5 months ago2023-12-29 00:45:15 UTC
in Christmas themed maps & servers Post #348372
Probably I'm a little late with this, but strictly speaking it's still Christmas season, so I go ahead. I created a Christmas themed HLDM server which mostly runs Christmas themed and snowy maps. Yeah, some of them are a bit of a stretch because it only features pine trees those are definitely not Christmas trees, and some of them are just snowy without any Christmas going on; but there are some fun Xmas maps as well.

Here is the current mapcycle:
ms_xmas_rats_beta
penguin_park
codename_blueballz
simple_xmas_dm
creep_xmasitall
mario_xmas2
dm_utopium
dm_alpestrine
veryratsxmas
tetrico_navideno
creepy_xmas
toyshop_rats
moab_compo27
sr_xmas
iceworld
simpsons_xmas_rats
lostinxen
frozenrats
snowbank
holidayhell
Can you suggest any more maps to add?

Btw, my server's address is addon.coralie.megabrutal.com:27019. Do you also run or know about any Christmas servers I should check?
如果你坚持,则最好谨慎行事,不要让事件的受害者承受二次伤害。我会离你远点,因为我们可能不是同一条道路上的创作者。
If you insist, it is best to proceed with caution and not subject the victim of the incident to a secondary injury. I will stay away from you because we may not be creators on the same path.
Lei Shi Lei ShiFRS石磊
Extended 2 weeks! New due date is January 17th.
Why are so many of your projects the most basic edgelord subject matter? It's so boring.
How about making a map not based on recent real human suffering and death? Just a thought.

Please keep in mind that offensive content can get you banned, so tread carefully if you continue this project. It looks like you got banned from Gamebanana already.
Archie ArchieGoodbye Moonmen
So, you shouldnt worry about overcomplicating, just build how you want, and in the end you can optimize it, but as for right now, its not overcomplicated!

-Tarek
Tarek TarekA literal dumbass who uses Hammer++
Is hard find good pictures of Dubrovka theatre so Im making best as I can.
The problem is if I am overcomplicating or not. It is beign too exact or not.
Overall viewOverall view
Another viewAnother view
Last viewLast view
REBELVODKA REBELVODKASemper fidelis
Posted 5 months ago2023-12-27 09:00:00 UTC
in How to map for Half Life: Blue Shift Post #348366
Ill try it again sometime, since im quite busy now!
Tarek TarekA literal dumbass who uses Hammer++
Posted 5 months ago2023-12-26 23:44:28 UTC
in How to map for Half Life: Blue Shift Post #348365
bspfix switches between normal and bshift-compatible bsps. if a "fixed" bsp crashes the game, that's how you tell it's actually "unfixed", so just run it again. ;)
Posted 5 months ago2023-12-26 22:48:19 UTC
in Removing battery percentage and little line from HUD? Post #348364
Thanks for your pattience, i did intended to modify the code.
Posted 5 months ago2023-12-26 18:41:51 UTC
in How to map for Half Life: Blue Shift Post #348363
I used the bspfix but it always crashes when trying to run a map, as for the fgd, i will use it now, thank you a lot, I just downloaded xblahs tool ,since that helps me a lot too, but thanks for all the tips!
Tarek TarekA literal dumbass who uses Hammer++
Posted 5 months ago2023-12-26 17:34:44 UTC
in How to map for Half Life: Blue Shift Post #348362
Use this FGD: https://github.com/SamVanheer/halflife-bs-updated/blob/master/fgd/bshift.fgd

From my experience, when using the deafult FGD all of the unique entities to Blue Shift will show up as puple boxes that won't apear when you test out your map. This updated FGD fixes it.
Posted 5 months ago2023-12-26 14:44:24 UTC
in How to map for Half Life: Blue Shift Post #348361
Adapting Hammer instructions to JACK is not that hard. JACK is a very close to Hammer 3.x in its interface. In fact they're way more similar to each other than any one of them to, say, TrenchBroom or NetRadiant.

Setting up for Blue Shift is not much different than setting up for any other GoldSrc game/mod:
  • Set up mod directory to <steam library>/steamapps/common/half-life/bshift_addon/
  • Replace Half-Life's FGD with Blue Shift's FGD
  • Add Blue Shift's WADs, in particular, barney.wad and its own decals.wad
The only important difference particular to Blue Shift is to run bspfix (link) on every bsp file you compiled before you run it.
Posted 5 months ago2023-12-26 13:49:13 UTC
in How to map for Half Life: Blue Shift Post #348360
I am wondering, how can I map for Half Life: Blue shift? I got it gifted from a friend along opposing force (which I played through) but I like blueshift more so I wanna map for that, how can I start? Also just for Info I read this Wiki but Its for normal Hammer and not for J.A.C.K, which I mainly use, so is there anything I should know?
Tarek TarekA literal dumbass who uses Hammer++
Posted 5 months ago2023-12-25 15:19:49 UTC
in how could i code a class selection Post #348359
i’m making a movement hldm mod and would like to code a class selection screen which would have things such as shotgun rpg and sniper class
Posted 5 months ago2023-12-25 01:37:03 UTC
in Ammo wont appear Post #348358
Well thank you, I appreciate the help and the visual examples!
Posted 5 months ago2023-12-25 00:32:55 UTC
in Ammo wont appear Post #348357
Thank you! Would it be impossible to place ammo on a shelf due to the fact it'd be very close to world geometry?
I'm not really sure how you would handle placing it on a shelf like that. It's not something you see all that often in GoldSRC. I was trying to remember if I ever managed to get it working but it seems I just stuck things on the top shelf. Haha
User posted image
Interestingly enough I just tried the "spawn on break" for the picture and it spawns the ammo and slowly sinks into the shelf never to be seen again.
You will notice that this happens often in the official games as well. It's a variation of the same issue. The item spawns inside the geometry and slowly falls through it unless the player is able to grab it before it vanishes.
monster_urby monster_urbyGoldsourcerer
Posted 5 months ago2023-12-24 23:49:58 UTC
in Trouble going from one map to the next Post #348356
That solved all my problem!

Thank you very much! :biggrin:
Posted 5 months ago2023-12-24 23:31:23 UTC
in How write sprite path?!?!?!?!? Post #348355
Yes of course, I asked a stupid question, sorry
Posted 5 months ago2023-12-24 22:46:08 UTC
in Ammo wont appear Post #348354
Thank you! Would it be impossible to place ammo on a shelf due to the fact it'd be very close to world geometry? Interestingly enough I just tried the "spawn on break" for the picture and it spawns the ammo and slowly sinks into the shelf never to be seen again.

Also lol I never even noticed the shelves were backwards, good catch
Posted 5 months ago2023-12-24 22:39:03 UTC
in Ammo wont appear Post #348353
The ammo pickups are far too close to one another or the world geometry. Before JACK/Hammer would show models in the 2D/3D views, all we had were 32x32 unit bounding boxes. The ammo_357 entity actually takes up about this much room:
User posted image
You need to spread them out a little more. As for the one behind the picture, you might need to make the func_breakable picture just spawn 357 ammo on breaking.

Also, unrelated, but those shelves are the wrong way round. The cross frame should be against the wall :P
monster_urby monster_urbyGoldsourcerer
Like the other user said, Dimbeak's series is what got me into mapping. He shows how to set up J.A.C.K. and everything you need to get started.

Lymphoid's series is very new and he's responded to my comments fairly quickly so he can give you some help if you don't get something he's explaining.

Then there's this tutorial series by Chaos7040 that has a lot of helpful videos as well.

All of these have helped me learn the real rudimentary basics. I've found some good old fashioned trial and error to be really helpful too. The subreddit r/hammer can also help you out if you have questions.
Posted 5 months ago2023-12-24 22:07:37 UTC
in Ammo wont appear Post #348351
I'm still incredibly new to mapping so maybe I'm missing something obvious but when I place ammo on my map, it never appears if it isn't placed on the floor, and only 25-50% of what I do place on the floor actually appears. If I place it on a shelf, it will only appear on the floor. Does anyone know why I seem to be unable to place ammo around my map?

I've tried changing the shelf from func_detail to func_wall. I've tried grouping the ammo to the shelf I'm placing it on. I've tried elevating it from the surface so it isn't actually touching anything. I'm not sure why it's not appearing.

Screenshots:
https://imgur.com/a/Nybozzm
https://imgur.com/a/CYNhdkn
https://imgur.com/a/Fileow8
Posted 5 months ago2023-12-24 20:08:15 UTC
in Trouble going from one map to the next Post #348350
I think your trigger changelevels are too close to one another between maps. When you go from map 1 to map 2, you spawn touching the trigger back to map 1. This is being disabled to prevent an infinite loop and also explains why quick loading works. Move the trigger back to map 1 so it is much further behind the player.

Check the tutorial here. Specifically the part about relative distance.
monster_urby monster_urbyGoldsourcerer
Posted 5 months ago2023-12-24 15:11:52 UTC
in Is GoldSource still cool Post #348349
This is a masterpiece!
Posted 5 months ago2023-12-24 08:59:05 UTC
in Water plop sound Post #348348
I have never seen anyone use info_compile_parameters.

If you decompile crossfire, you will see that the sky is far away from the map, and the player cannot go there because it's blocked off by CLIP brushes. That way rockets can fly out of the map without exploding too close. CLIP brushes don't block bullets or projectiles. Also, you won't see the CLIP brushes if you decompile the map, because map decompilers usually don't recover them.

zhlt.info has information about compile options.

If you use -noskyclip then you should be able to swim in the skybox brushes just like in water brushes.
Posted 5 months ago2023-12-24 00:23:34 UTC
in Vertex Tool Missing Texture Post #348347
Yeah, thanks. I solved the problem quite amateurly but still did so regardless.
Posted 5 months ago2023-12-23 23:54:41 UTC
in Trouble going from one map to the next Post #348346
Map 1 to Map 2 = works

Map 2 to Map 3 = does not work, but if I hit Quick Save and Quick Load then the transition works?!!? :/ wtf

It only works if I do a quick save and quick load... This is so annoying, so basically it is setup right but theres still some shit going on making it go bad randomly
Posted 5 months ago2023-12-23 22:37:39 UTC
in Vertex Tool Missing Texture Post #348345
You may want to break that section into tetrahedrons. Looking at the grid view you are using a cube but warping it in a way that J.A.C.K does not like, creating an invalid solid. Tetrahedrons would be more "malleable?"

It's also worth considering turning detailed brushwork that doesn't seal your map into a func_detail for the sake of optimisation and stopping them carving up your world geometry.
monster_urby monster_urbyGoldsourcerer
Posted 5 months ago2023-12-23 19:49:00 UTC
in Vertex Tool Missing Texture Post #348344
So when I use the vertex manipulation tool, a face of a block has missing textures, and when I test the map that face and that face alone is transparent. This is a car model made up of several blocks and my second attempt at using the vertex tool.

Though opposite faces of the block should be identical, one side is missing a texture like I said and the other doesn't. Also, when I move the block slightly to the side it works normally while when it is in place among the other parts it is still missing a texture.
User posted image
User posted image
User posted image
User posted image
Posted 5 months ago2023-12-23 19:47:23 UTC
in Trigger Condition on a Monsters Entity Post #348343
If you choose "death" and target the trigger to a specific door for example

The door will open with the monster dies :)

I just used this on a level Im making so you have to kill the boss for the door to open :)
Posted 5 months ago2023-12-23 19:36:29 UTC
in Trouble going from one map to the next Post #348342
Wait, I played through a couple of more times and sometimes the map transitions didnt even happen at all or gave any message.

Wow, this is so random :nuts:
Posted 5 months ago2023-12-23 17:55:15 UTC
in Trouble going from one map to the next Post #348341
SUCCESS!! !

Apparently the transitions works if I run the maps from the actual game

And not just "Run..." from Hammer!
:D :D :D :D :D :D :D :D :D :D :D :D
Posted 5 months ago2023-12-23 16:45:48 UTC
in How write sprite path?!?!?!?!? Post #348340
trigger_gravity is a brush entity. you need to select the brush you want to turn into the entity then do "tie to entity" via either the menu or the Entity panel. It'd create the default brush entity. Only after this can you go to Object properties dialog and select trigger_gravity from the dropdown.
Posted 5 months ago2023-12-23 15:40:14 UTC
in How write sprite path?!?!?!?!? Post #348339
2 years ago, I made a very advanced, most accurate, up-to-date
Thank you, I’ll definitely take a look. I noticed this on gamebanana. don’t be upset, I’m sure if your work is appreciated by at least a couple of people, it’s worth a lot! You are well done.!
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
The fact of the matter is that for some reason they are not visible in JAСK, probably it’s some kind of glitch, but they are displayed on other people’s maps...
Posted 5 months ago2023-12-23 15:35:09 UTC
in Trigger Condition on a Monsters Entity Post #348338
Can anyone in here explain more of what does the Trigger Condition do to the NPC?
Like an in-depth explanation of these "Trigger Condition" so I could understand on where and when to use this...
John Pot John PotIt's Me, From Discord
Posted 5 months ago2023-12-23 15:07:31 UTC
in How write sprite path?!?!?!?!? Post #348337
Where can I find the latest actual FGD?
2 years ago, I made a very advanced, most accurate, up-to-date (disappointment, unfortunate project, unpopular, waste of 2 years and no one cares/uses) Half-Life FGD for Hammer.
Advanced Half-Life FGD (for VHE 3.5)
I don’t have a trigger-gravity and an info_compile_parameters...
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
And info_compile_parameters is found in the "zhlt.fgd" file that ships with the ZHLT and VHLT compilers.

Advanced Half-Life FGD also includes zhlt-specific entities (such as info_compile_parameters) by default.
Hammer really lacks some functions to just "browse and choose" things
Both VHE and J.A.C.K always had a file browser for sounds, sprites, and models.
The browse feature to be used for the relevant entity attribute must be defined in the FGD.
User posted image
[-TR-] 3mirG [-TR-] 3mirGThe Turkish Half-Life modder.
Posted 5 months ago2023-12-23 14:56:24 UTC
in Trouble going from one map to the next Post #348336
Hmmm, now I cannot go form map2 to map3... It works if I start in map 2...

Wow I need to spend some time going through these mapchanges to make sure it really works when going from the intended start
Posted 5 months ago2023-12-23 13:39:00 UTC
in Trouble going from one map to the next Post #348335
And now I put changelevel and landmark for the 3rd map and Im ending up in a copetely random place xD

These things are finicky :D