Forum posts

Posted 20 years ago2003-09-13 12:29:57 UTC
in HMMMMM! Post #1028
Seems the same. Oh well. Wait, it is a BIT faster.
Posted 20 years ago2003-09-13 12:29:30 UTC
in Hmmm. Post #1038
This is the site comments forum! Wonder what's changed...
Posted 20 years ago2003-09-12 16:50:46 UTC
in problems Post #83
Set the value of the mm's targets to .001. I heard that setting it to 0 causes problems. If you want the sounds to play constantly as soon as you start the map, you don't need to target 'em or anything.
Posted 20 years ago2003-09-12 13:45:34 UTC
in Minimicus Post #1075
Any tips on getting rid of the big momma in the kitchen? It usually whups me, and I don't have many explosives. About 2 AR grenades, that's it.
Posted 20 years ago2003-09-11 15:28:36 UTC
in combo locks Post #103
How do I create combination locks where you need to get the code right? I know how to use a multisource to use 2 buttons to open a door, but is there any way of making the door only open if you get the right code? Obviously, it'll need more than 2 buttons, and I think I know how to make only some buttons trigger the door. But I could do with a code where the order you press them is important.
Posted 20 years ago2003-09-10 02:13:29 UTC
in Single player Mods Post #1224
I like opfor a lot, and blue shift's short, but OK. I don't have many mods, though. Spirit's only really good for mapping.
Posted 20 years ago2003-09-10 02:12:03 UTC
in T3h Popularity!! Post #1085
Will the old HL1 tuts. still be here? Will anyone actually continue mapping for HL1? Don't know if my comp. can handle HL2.
Posted 20 years ago2003-09-09 14:00:10 UTC
in airstrike control Post #134
You mean the bit where you have to control the grid on the map and then an airstrike happens? Can't help, but I'd love to know.
Posted 20 years ago2003-09-09 13:52:58 UTC
in -wadinclude Post #138
Well, no. I guess you just copy 'em and paste 'em into another wad file. But can I -wadinclude multiple wads, or must I use -nowadtextures? I read that it's a bad idea to use -nowadtextures though. Why?
Posted 20 years ago2003-09-09 12:54:35 UTC
in airstrike control Post #133
Yeah, it's on vlatitude.com. Tells you all you need to know about airstrikes. I'll do a tutorial on them, though. Maybe. And I'll add some extra effects.
Posted 20 years ago2003-09-09 12:46:03 UTC
in airstrike control Post #132
I think I saw a tutorial on airstrikes at collective.valve-erc.com. If not, it's on vlatitude.com.
Posted 20 years ago2003-09-09 11:31:22 UTC
in -wadinclude Post #136
Is it possible to -wadinclude more than one texture file? I'm gonna be working on a mod with Black Cat and will require many new textures.
Posted 20 years ago2003-09-06 10:08:53 UTC
in Music in HL Post #187
I've got a prob. with HL. I've had it ever since I started using the High Definition pack. This is unrelated to mapping but anyway: For some reason, I hear music at certain times in HL when I'm not using the HD pack, like at the beginning when Freeman gets his HEV suit. However, now I use the HD pack and don't hear music at all. I do occasionally hear music in Blue Shift though. I don't hear any in OpFor either (Is there any?). <Scientist voice> What the hell is going on with my equipment?
Posted 20 years ago2003-09-06 08:38:51 UTC
in More Competitions plz Post #1098
I need another comp. too.
I WANT A CHALLENGE!

Innit!
Posted 20 years ago2003-09-06 08:25:53 UTC
in Fuzzy cameras Post #192
Just did a bit of noclipping on BShift. A sprite was used to get the fuzziness.
Posted 20 years ago2003-09-06 04:04:12 UTC
in Fuzzy cameras and tanks that sound real Post #210
Link doesn't work, but I found it at collective.valve-erc.com anyway.
Posted 20 years ago2003-09-04 14:52:46 UTC
in Fuzzy cameras and tanks that sound real Post #203
How do I make a tank have a proper firing sound when I fire it? I always get the sound of the assassin's silenced pistol. Also, is there any way to make a trigger_camera's view be fuzzy? I read once that I would need a knowledge of C++ programming, but it was done in bshift. So is there any other way of doing it?
Posted 20 years ago2003-09-02 15:27:23 UTC
in Mini Mesa Post #218
You what? Speak in UNDERSTANDABLE english, 7th
Posted 20 years ago2003-09-02 13:35:06 UTC
in Mini Mesa Post #216
I've got a new example map, mini mesa. Please rate it, comment on it, and enjoy it.
Posted 20 years ago2003-09-02 02:59:23 UTC
in Tunnels Post #255
Don't you mean ARE accessible?
Posted 20 years ago2003-09-01 13:08:14 UTC
in Tunnels Post #253
kol, we have moved back to the old address!
Posted 20 years ago2003-08-30 15:24:32 UTC
in Multiplayer Post #266
This has nothing to do with mapping, but I'd like to know how to play CS, TFC etc WITH people. I've managed to set up games with just me in them, which are no fun, and I'd like to know how to play them with people. I usually go to LAN game, I create a game, set everything up, and I'm playing, but with no-one. :( Please help!
Posted 20 years ago2003-08-27 13:09:32 UTC
in My Entry: Who Did What Post #298
I want the RMF! I can't get the damn zip file to extract. Lousy frickin' computer...
Posted 20 years ago2003-08-25 14:13:26 UTC
in Reflective glass Post #306
Yes.
Posted 20 years ago2003-08-25 13:07:08 UTC
in Reflective glass Post #304
Is it possible to make reflective glass? I've got Spirit if it's necessary. It doesn't actually need to be reflective, it just needs to be transparent on one side and opaque on the other.
Posted 20 years ago2003-08-25 02:46:52 UTC
in Barneys and tanks Post #347
Well, if we email people on TWHL and tell them to get spirit, and to tell others about it...actually, that wouldn't work that well. However, even though I've got spirit, I don't use it that much, 'cos not only does it not make models appear in the 3d view with Hammer 3.5, but scripted_sequences don't seem to work properly half the time. I'm sure I'll figure it out though...oh wait, that's because the sequence I was using wasn't supposed to be looped constantly.

I've just had an idea on how to fix the problem!
If we submit maps for Spirit, make it obvious that it's for Spirit. Tell people where to download it if they don't know already, and that should work OK.
Posted 20 years ago2003-08-24 17:07:19 UTC
in Barneys and tanks Post #345
Hell, I'll just use spirit.
Posted 20 years ago2003-08-24 09:40:37 UTC
in Spirit of HL Post #322
What, 7th? I don't understand that.
Posted 20 years ago2003-08-24 03:49:51 UTC
in Entity add-on Post #1149
Just email the stuff to atom. Also, I could do a guide on a few of the entities from opfor, but I haven't got the time to write a whole encyclopedia on them.
Posted 20 years ago2003-08-24 03:36:54 UTC
in Spirit of HL Post #320
You can get it on spirit.valve-erc.com, and it's not that difficult at all, however, for some reason, I didn't start in my info_player_start. I ended up to the side. I think I know what I did wrong, though.
Posted 20 years ago2003-08-23 13:28:26 UTC
in Spirit of HL Post #317
Is Spirit of HL just an FGD file with special new entities and entities with new properties? I once saw something in this forum saying that spirit was really complicated and you needed to be an expert mapper to use it, but I was looking through the entity guide on spirit.valve-erc.com, and it doesn't look that difficult really. Of course, I could quite possibly be wrong, and I've seen stuff saying that some things are quite buggy with it, but I just dont think it looks that difficult. Please correct me if I'm wrong, and if you think I'm over confident, please give me the kicking I deserve.
Posted 20 years ago2003-08-22 02:44:09 UTC
in Barneys and tanks Post #342
No, because an active tank will fire at you and nothing else. I want barney to control a tank using tank controls (scripted_sequence, idle animation, target, tankcontrols' name?). The reason I want barney to do this is so he can reduce the constant stream of grunts to a thin but still constant stream of grunts.
Posted 20 years ago2003-08-21 13:29:28 UTC
in Barneys and tanks Post #341
Can you get a barney to use a func_tank? I'd like him to operate an automatic gun in my level, so that I don't have to stand by it the whole time to get rid of the endless stream of grunts (monstermakers and info_nodes, tried it, works brilliantly). It would give my secret agent HQ level better defences other than the guns on the roof which you have to control, and are designed to take out repelling grunts and helicopters.

How about a scientist?

How about a monster_generic?
Posted 20 years ago2003-08-20 13:57:31 UTC
in Single player mod Post #359
I'd also like to make a mod. Sort of. For single player. I don't need any new models or textures, just helpers. BTW, when I said new textures, I mean custom textures. I'm likely to use any decent mod texture files I can find. And then get rid of what I don't need. I also need a bunch of ideas.
Posted 20 years ago2003-08-19 13:13:00 UTC
in ETA Post #1133
Scripted took about 3 weeks to judge. I hope trapped doesn't take so long. What does ETA mean?
Posted 20 years ago2003-08-19 02:57:30 UTC
in scripted sentences Post #378
Go on vlatitude.com, select resources from the menu on the left. It has a list of barney's sentences and scientists' sentences.
Posted 20 years ago2003-08-18 15:17:05 UTC
in Turrets which hurt grunts Post #403
Tried it with a still func_train. Didn't work. Neuther did info_target. The tank is determined to take ME out.
Posted 20 years ago2003-08-16 04:40:35 UTC
in Turrets which hurt grunts Post #400
I've noticed that monster_turret, monster_miniturret and monster_sentry only shoot barneys, scientists, and aliens. And you. Yet for some reason they don't shoot assassins or grunts. How do I create turrets which do this (Could be func_tank, maybe?), I'd like to create a level where a place is being invaded by humans, and you need to activate autoguns to filter them out. How do I do this? I don't want to just stand by a controllable turret throughout the level (Perfect Dark players, does this sound familiar?)!
Posted 20 years ago2003-08-16 04:17:17 UTC
in Monstermakers and info_nodes Post #404
Hi, me again. If you have a monstermaker, will the new monsters immediately follow info_nodes, or just stand there like idiots until they see you? Does the same apply with stationary guards (Assassins, grunts)?
Posted 20 years ago2003-08-16 04:14:25 UTC
in Enemies and info_nodes Post #409
High definition pack? No, you don't understand, all of the monsters from the original HL are there, plus the new OpFor ones. And they behave in the same way.
Posted 20 years ago2003-08-15 16:37:02 UTC
in Enemies and info_nodes Post #406
This isn't a problem or anything, just assistance with my latest map (UNORIGINAL!!!). It's for Opposing Force, and the only enemies are going to be humans. I noticed that, even though you are a marine in Op. Force, monster_human_grunts still shoot you, and monster_human_grunt_allies will fight them. This allows me 3 types of human enemy (I'm not having grunt_allies, so there won't be confusion between marines): human_grunt, human_assassin, male_assassin. I'm unlikely to use human_assassin because they can only use silenced pistols. So should I have grunts or male assassins (Either will do)?
Actually, I do have a question: With human enemies, if you have path_corners for them to follow, will they ignore the p_cs and come looking for you if there are info_nodes? Or will they follow p_cs until they see you, then hunt you down with info_nodes?
Posted 20 years ago2003-08-14 17:33:21 UTC
in Tutorial about sound? Post #1187
Well, the only sound entities I actually know how to use are ambient_generic and speaker, although I think target_cdaudio looks pretty easy. But if I did a tut. on sound, it would probably only be a beginners' guide. How about we team up to do a tut. on sound?
This post was made on a thread that has been deleted.
Posted 20 years ago2003-08-14 13:32:42 UTC
in Bounce pads and recharge pools Post #416
How do I create those bounce pads and recharge pools from xen?
Posted 20 years ago2003-08-14 13:28:21 UTC
in Difficulty Post #420
How do you change the difficulty level for your own maps (So it lets you choose at the beginning)?
Posted 20 years ago2003-08-14 02:57:40 UTC
in Tutorial about sound? Post #1185
When I can be bothered to actually do another tutorial, I'll do one on sound. Maybe.
Posted 20 years ago2003-08-13 13:23:05 UTC
in competition entries Post #1150
I think it would be good if there was a 4th section to the map vault: competition non-winners (Losers sounds too negative). It would be useful to people who want to learn something about, say, lasers from the laser fun contest (I know there's a tutorial, this is just an example), but find the winners' maps too complicated. Also, it would make the people who come very close not feel so ripped off, because their map would still be available for download (And of course, it would mean that if I fail to win Trapped, I can still get my map commented on and rated, maybe even downloaded >:)). So how about it? (Obviously, people wouldn't be able to submit non-comp. entries to it)
Posted 20 years ago2003-08-12 03:00:58 UTC
in Milkshape Users, i need your assistance Post #443
So I can put in my own models? COOL! I'll download it tonight! I assume that you use monster_generic to insert them, right? Talking of m_g., I had a problem once with it. He was hovering above the floor in WC, like he should be, but he was halfway through the floor in HL (Opposing Force). What the hell?
Posted 20 years ago2003-08-09 09:40:29 UTC
in .pts pointfile Post #463
How do I use the pointfile to detect leaks. I once had a leak, and used the pointfile. I got a weird mass of red lines. ???!!! They don't make sense!
Posted 20 years ago2003-08-09 09:38:00 UTC
in Mapping help Post #467
Anyone want to help with my mapping? I'll help you as well. Please?