Forum posts

Posted 19 years ago2004-08-25 17:03:23 UTC
in anyway to reset entities ingame? Post #54046
Sounds like you want a 'lock' on the door, which will close it (if necessary) and lock it when triggered.

To close it only if it's open, you can keep track of its position using a global variable, set by an env_global.

To lock it, you need a Master (a multisource) for the func_button that opens and closes it. The Master doesn't trigger it, it provides a permissive for the button to work. When the Master is 'on,' the button will work. By setting the Master to 'off,' it will prevent the button from working.

Lemme see if I can throw an example together this evening.
Posted 19 years ago2004-08-25 16:53:03 UTC
in toggle func_illusionarys? Post #54032
When you "trigger" the func_illusionary, what do you want it to do?

To make it disappear and have no effect? If you use it as water, you won't be able to turn that on and off as env_render can only change Render FX, Render Mode, FX Amount and FX Color.

As 'anonymous' apparently doesn't understand, the mapping question forum is for asking questions about things one doesn't understand, else why ask a question.

To toggle it from visible to invisible and back requires several different logic elements (multimanagers, env_globals, etc.). I can throw together a quick example if you'll let me know what you mean by 'on and off.'
Posted 19 years ago2004-08-25 16:37:05 UTC
in more on func_illusionary's Post #54018
Searching VERC and the chatbear forums and doing a simple test (YOU could have done that, too! ;) ), I found that using func_illusionary (with "Volumetric" Contents set) and func_water as "water" yields similar but not identical results.

Take a look at 'Water Test' in the Examples map vault. (I'll upload it as soon as this is posted)
Posted 19 years ago2004-08-25 12:07:54 UTC
in Fade Post #53908
Do you mean a fadein or fadeout, or do you mean fog? (HL doesn't support fog.)
Posted 19 years ago2004-08-25 10:55:00 UTC
in anyway to reset entities ingame? Post #53899
What do mean by triggering it to its "starting" position? Do you mean open or closed?

If you don't killtarget it, you can let an env_global keep track of the door's position throughout the game and, if necessary, you can open it if it's closed and close it if it's open.

Is that what you have in mind?
Posted 19 years ago2004-08-25 09:18:04 UTC
in Light origin target Post #53885
On the VERC screen, click "message board" on the splash at the top. Takes you to a I agree/I don't agree page, then on to chatbear.

In chatbear, goto Half-Life mapping and search for "light origin," with the quotation marks!

I didn't find anything for light origin target, either. I just shortened it to see what would happen. Voila. [voila = ta-da to mindoze users]
Posted 19 years ago2004-08-25 08:11:31 UTC
in Light origin target Post #53867
To find: go to VERC, message boards (which are chatbear), half-life mapping and search.
Posted 19 years ago2004-08-24 23:37:22 UTC
in Here is a easy one for you guys (i hope) Post #53748
"cannot find pts file"
xxxx.pt# and xxxx.pts are files made in compiling by the compiling tools. Usually when you get "can't find .pts" it means something went wrong with compile. It could be a bad setup you made for the compile, or you're Running WC/hammer thru normal instead of expert, or having "too many wads", or corrupted compiling tools (rare but happens), a bad path/name somewhere, or several others. The solution is generally to use a front end or batch file with zoner's compile tools, then the problem usually goes away or the compiling error becomes clear.
from tommy14's errors page.
Posted 19 years ago2004-08-24 22:56:50 UTC
in Light origin target Post #53732
The Light Origin key is another, slightly more complicated matter. With this key, you can change the lightmaps on almost any brush entity without actualy moving the entity anywhere. For example, you can make a crate look pitch dark in a very bright room, and vice versa, with Light Origin. Basically, you put an info on a wall and give it a unique name. In the Light Origin key for the brush entity, write in the name of the info_null. Now, in the game, the brush entity will be lit as if it were at the info_null's location.

Consult the ZHLT documentation for further info on these keys.
This from http://www.chatbear.com/board.plm?a=viewthread&b=12&t=912,1011191848,12650&s=0&id=123597#1
Posted 19 years ago2004-08-24 21:17:42 UTC
in hammer 3.4 setup for cs. Post #53717
Take a look at the tutorial for Setup: CS. After you try that tutorial, be more specific about which step you couldn't complete and we'll see if we can help.
Posted 19 years ago2004-08-24 21:11:51 UTC
in anyway to reset entities ingame? Post #53715
Using the Find function on this page, entering "killtarget," and searching through the available categories, I found "killtarget" in the Glossary. YOU could have done that, too! ;) (hint, hint)

It says, once an entity has been killtargeted, it's removed from the game. So, no, it can't be "reset."
Posted 19 years ago2004-08-24 19:04:49 UTC
in Two questions which should be simple. Post #53691
I don't think you want to group the horizontal pool with the vertical.

Try making just a waterfall and get it working. Then add a pool with moving water at the top.

Again, did you try the tutorial on waterfalls on this site? It discusses both moving (horizontal) water and vertical waterfalls.
Posted 19 years ago2004-08-24 18:43:18 UTC
in Two questions which should be simple. Post #53683
You don't provide much information on your waterfall problem. Did you try the tutorial on waterfalls on this site?
Posted 19 years ago2004-08-24 17:49:01 UTC
in Search engine needs to index titles? Post #53666
Uh.. "scripting" or "scripts" doesn't bring up pepper's Scripted tutorial.

I've been trying words that a newbie (like me.. well, actually me) might put in to get started on a subject without knowing entity names, etc. Kinda' like trying to look up a word in the dictionary when you don't know how it's spelled! :)
Posted 19 years ago2004-08-24 15:32:15 UTC
in run fat boy run Post #53651
Take a look at the 'Scripted' tutorial. See if that helps you get started.

I found that tutorial by using the Find function at the top of the page and trying different words to search on. 'Monster' brought up 3 tutorials. You, too, can use the Find function and do your own searches!

You probably just need to trigger the monster_sci.
Posted 19 years ago2004-08-24 15:09:54 UTC
in counting Post #53650
Thanks. Some things just get to be a challenge! :P
Posted 19 years ago2004-08-24 07:58:06 UTC
in what happened to 2 and 3? Post #53516
Good one, Mephs :D
Posted 19 years ago2004-08-24 07:40:21 UTC
in no such file or directory?!?! Post #53505
Take a look at the tutorial 'Setup Guide (WorldCraft/Hammer).'

It shows where you specify using hlvis instead of vis, hlrad instead of qrad, etc.
Posted 19 years ago2004-08-24 07:23:54 UTC
in 1 room diff grav? Post #53500
Turns out trigger_gravity is listed under TFC entities (TFC entities are sort of hidden on this site, you can only get to them by using Find). The implication is that trigger_gravity can be used on multiplayer maps.

That should make for some interesting scenarios: you can only get to the flag when gravity is light, but it returns to normal when you grab the flag. Or vice-versa. Teams would fight for gravity control to get the flag or protect it.

Might have to give that one some thought!
Posted 19 years ago2004-08-24 07:19:29 UTC
in Gravitation.... no not the yaoi comic Post #53494
The numbers 200, 800, etc., mentioned above are numbers that the server uses for the command 'sv_gravity.'

The equivalent effect of 1 in trigger_gravity is about the same as the 'sv_gravity 800' command at the console. 0.2 for trigger_gravity is about the same as 'sv_gravity 200' at the console. Give or take.
Posted 19 years ago2004-08-24 06:34:30 UTC
in Gravitation.... no not the yaoi comic Post #53489
You can play around with it using 'Gravity Test' in the 'Examples' map vault.
Posted 19 years ago2004-08-24 06:33:18 UTC
in 1 room diff grav? Post #53488
Andy's post doesn't answer his question, RM. What about other entities and players? Does the server change the gravity for everyone and everything or just the player?

Rat808: There really aren't any "rooms" or "zones" in a Half-Life map except those you create artificially. Andy's suggestion is that, by making sure you put two trigger_gravities back-to-back, you'll create a more believable "zone" of low gravity. It is not a "zone" that's created by the Half-Life engine because you put a trigger_gravity somewhere.

You could just as well put a single trigger_gravity in the middle of a "room" and have no way of returning gravity to normal. So what happens then?

If you notice, there are flags for the trigger_gravity entity: Monsters, No clients and Pushables.

The implication is that you can make the change in gravity affect monsters, also. "No clients" would mean that the gravity change doesn't affect any players. "Pushables" means that pushable objects would be affected also.

I haven't found anything that states explicitly what the effect is on other players. The flags imply that all players are affected - if it's allowed in multiplayer games. I haven't found anything that says whether it's allowed in multiplayer games or not. It probably is!

You can do some experimenting with a map I put in the map vault 'Examples,' - Gravity Test.
Posted 19 years ago2004-08-23 18:03:47 UTC
in doom conversion Post #53313
Also be careful of copyright laws :o
Posted 19 years ago2004-08-23 17:57:54 UTC
in counting Post #53309
See 'Using a game_counter' in the 'Unfinished Stuff' map vault.
Posted 19 years ago2004-08-23 17:27:45 UTC
in counting Post #53300
Set the 'all players' flag in the game_text entity.

That solved my test case, anyway.
Posted 19 years ago2004-08-23 16:22:36 UTC
in Strobe effect Post #53280
To just start the loop, it doesn't require more than the mm targeting the lights and itself with the multithread flag checked.

Stopping that loop requires a "loop stopper."

See 'Stobe Light Loop with Stop' in the 'Unfinished Stuff' map vault.

N.B. - this logic is such that it may stop with normal or strobe active. Depends on the timing of the 'stop.'
Posted 19 years ago2004-08-23 15:51:46 UTC
in Anonymous Posts Post #53268
I agree with requiring an account to post a topic in any forum. A serious mapper won't have a problem joining. Don't delete the posts, just don't allow them.
it may discourage beginners who aren't sure whether they should join or not
True enough. I hesitated to join with or without posting privileges. And I was sort of discouraged by some of the snide remarks (hint, hint ;) ). However, I felt an obligation to identify myself if I was going to take up space and time.
It'll just create hoardes of 'one login wonders'
Also a possibility. But there are currently over 1400 accounts and maybe a couple dozen active posters. Unless it's a server resource problem, creating an account seems to be a pretty small request for the info one can get.
Posted 19 years ago2004-08-23 15:32:51 UTC
in Strobe effect Post #53257
Warning! Once you've started it, you can't stop it without adding a whole bunch more logic.

And don't retrigger the multimanager or you'll just keep getting more mm's turning the lights on and off.
Posted 19 years ago2004-08-23 15:23:11 UTC
in Strobe effect Post #53252
And you'll have to check the 'multithreaded' flag in the multimanager.
Posted 19 years ago2004-08-23 15:15:40 UTC
in 1 button to trigger 2 doors Post #53249
Trigger a multimanager with the button. Trigger the doors from the multimanager.
Posted 19 years ago2004-08-23 13:22:33 UTC
in counting Post #53197
According to a web search (which YOU could do, too!), game_text is displayed to the 'player' that triggers it. Since the monster does the triggering (on death), the text is not displayed to the player.

Search VERC for 'game_text' and you'll find an explanation in one of the forums. It seems it's possible to display the game_text to the player using multiple multimanagers and multiple changetargets.
Posted 19 years ago2004-08-23 12:00:07 UTC
in counting Post #53185
game_text (apparently) doesn't work with a monster trigger_condition. Very strange.

BTW, I did some testing and your game hangup is most likely due to an infinite loop. You don't turn off or disable the trigger for your event.

However, there is an apparent bug with game_text. It will not display when the original trigger is from a monster trigger_condition!

I setup a headcrab to trigger some logic which then triggers an env_explo and a game_text. I tried 'death' and 'see player.' The explosion occurs but not the game text. However, when that same logic is triggered from a func_button instead of the monster death, the text appears and the explosion occurs.

I then setup the headcrab death logic to trigger some already tested camera logic which displays the camera location in text when the camera is triggered.

When the crab dies, the camera turns on okay but no text! Triggering the camera from a camera button displays the text properly.

Still playing around with it.

By the way, triggering an env_message does work.
Posted 19 years ago2004-08-23 10:14:07 UTC
in counting Post #53180
How are you triggering the ms from the monster? trigger_condition = Death and trigger_target = ms?
Posted 19 years ago2004-08-22 13:47:59 UTC
in problem loading map... Post #52863
Before you "reinstall" anything, try downloading the tutorial maps, compile them and see if they work.

If they do, you may have accidentally used the aaatrigger texture in your map. If so, look at your map very carefully to ensure you followed the tutorial.
Posted 19 years ago2004-08-22 11:54:08 UTC
in How do I run mods? Post #52835
Appreciate all the info, gang. And.. had I looked in the tutorials at Vassy's mod stuff, I would've had a better understanding from the start.

/me is chagrined.
Posted 19 years ago2004-08-22 11:01:10 UTC
in Pity from the mapping gods Post #52820
In Hammer 3.4, under Tools/Options.. which brings up the Configure dialog, you should not have to reenter anything after the first time.

The only thing you should have to type in is the Configuration, and that should only need to be done once.

The rest of the entries you should be able to Browse for.

Once entered and after you click 'Ok,' they should be unchanged the next time you run Hammer.
Posted 19 years ago2004-08-22 10:49:20 UTC
in interesting Post #52815
Take a look at the tutorials on this site. In particular, 'In The Beginning' describes using path_corners with a model and 'Scripted' describes the use of scripted sequences.

You can find information like this by using the 'Find' function at the top of this page. Type in 'scripted' and select 'Tutorials' as the category. Click Go and you're on your way.
Posted 19 years ago2004-08-22 00:20:44 UTC
in Reversing textures Post #52721
That did it. Simple. RM, you're amazing. A scale of -1 reverses the texture. Thanks.
Posted 19 years ago2004-08-21 23:42:38 UTC
in Reversing textures Post #52709
Can the texture app tool in Hammer reverse textures?

By "reverse," I mean to rotate it 180 degrees around the z axis, not "rotate" it.

I'm making some double doors and want to use the same texture reversed on the adjacent door.. so the pattern is reversed and the doorknobs are both toward the center, etc.

If not, is there a relatively easy way to do it in Hammer?
Posted 19 years ago2004-08-21 23:23:43 UTC
in Pity from the mapping gods Post #52705
I would strongly suggest you do not delete "all your half-life stuff" and start over until you're sure there's a problem with the software.

It's much more likely you're just having a little trouble learning a new tool.
Posted 19 years ago2004-08-21 23:11:27 UTC
in Gravitation.... no not the yaoi comic Post #52699
Server default gravity is 800, I believe. That's what sv_gravity yields, in any case.
Posted 19 years ago2004-08-21 23:07:47 UTC
in How do I run mods? Post #52696
Ah! That helps a lot RM. Is it the liblist file that identifies it as a mod directory?
Posted 19 years ago2004-08-21 22:57:21 UTC
in How do I run mods? Post #52685
That did it, the Custom Game thing (for lab102 anyway).

And.. I was extracting it to half-life/valve and not half-life.

Thanks!
Posted 19 years ago2004-08-21 22:41:40 UTC
in How do I run mods? Post #52682
Such as starshiptroopers or lab102. lab102 is in 'Unfinished Stuff.' Forget where starshiptroopers is.
Posted 19 years ago2004-08-21 22:35:52 UTC
in How do I run mods? Post #52679
For the mod maps that have their own folders, where should they be extracted to and how does one run the map?
Posted 19 years ago2004-08-21 17:41:37 UTC
in trigger_camera entity page needs rev? Post #52581
Perhaps the HL engine has been revised to make the teleport thing unnecessary since those pages were written. Anyone know?

I also downloaded the example map from the VERC tutorial on cameras following func_trains which has an elaborate teleporting scheme. I changed the multimanager to simply trigger the camera without the teleport and the camera works as advertised.
Posted 19 years ago2004-08-21 16:27:55 UTC
in trigger_camera entity page needs rev? Post #52551
I've been playing around with the trigger_camera entity (see a couple of maps in 'Unfinished Stuff').

On the entity page for trigger_camera, it states that the player needs to be in the area of the camera or it doesn't draw the area. That, I believe, is an error. trigger_cameras appear to work just fine with the player at one corner of the max size map Hammer allows, and the camera in the other corner in a completely separate room (no func_walls between).

The camera just needs a target. If it's not the player, just stick an info_target in the room with the camera, name the info_target and set that name as the target for the camera.

The tutorial on cameras also makes a similar statement about having to teleport the player into the camera area. I don't believe that's at all necessary.
Posted 19 years ago2004-08-21 15:55:55 UTC
in Security Cameras Post #52544
I just uploaded 'Security Camera II' to the 'Unfinished Stuff' map vault.

It has next, previous and repeat camera buttons as well as individual camera select buttons.
Posted 19 years ago2004-08-21 15:45:31 UTC
in Security Cameras Post #52542
Take a look at the 'Security Camera' map in the 'Unfinished Stuff' map vault. See if there's something you can use.

I'll also upload a more extensive map to 'Unfinished Stuff' with forward, back, repeat modes and an individual camera select.
Posted 19 years ago2004-08-20 17:32:36 UTC
in Security Camera example Post #52318
I threw together a very simple example of a console that will cycle through 3 cameras, one at a time with a button.

Is there a protocol to uploading to the examples vault? Do I need permission of some sort? Should I upload it to the 'unfinished' or 'problem' vault first to make sure it works for someone other than me? :P