Forum posts

Posted 20 years ago2003-08-09 09:35:28 UTC
in Entity guide Post #1160
Hi, I'd like to contribute to the entity guide, just basic stuff which isn't that important but might be useful to some. How do I contribute to it?
Posted 20 years ago2003-08-09 09:21:52 UTC
in Monster_generic Post #470
More qs., this time related:

I'm going to try some things with monster_generic, but I need some help.
1: How do I use them (like with barney + scientists)
2: If they have different faces like a grunt, how do I change them (I only mean this for grunts created with monster_generic, I know how to the normal way, this is an EG)
3: How do I make them attack me?
Posted 20 years ago2003-08-09 09:16:08 UTC
in A bunch of random questions Post #472
Hi. I've got a bunch of completely unrelated questions here.

1: I'd like to use textures from, say, blue shift, with a map for op. force. Would copying a blue shift .wad file (barney.wad) into the gearbox folder allow me to use the BS textures with OF?

2: How do I make camera views (trigger_camera) fuzzy like in blue shift?

3: I'm creating retinal scanners, but how do I make them go: ACCESS DENIED instead of just a random access denied sentence, like in anomalous materials. When I make them say ACCESS DENIED, it picks a random A.D. sentence EG: Unauthorized Access.
Posted 20 years ago2003-08-07 14:59:45 UTC
in Rain tutorial Post #1162
When's Seventh-Monkey's rain tutorial going to be posted? I'm currently in France and missed the shoutbox response if there was one (I've had very little access to a computer, I have to rely on internet caf?s. I posted this here so I'm able to read the reply).
Posted 20 years ago2003-08-06 10:56:30 UTC
in Cameras Post #498
I've finally figured out how to make cameras trigger alarms (Use an invisible trigger_once). But how do I make the trigger_once swivel with the camera (func_pendulum)? Also, how do I create a fuzzy effect when you use a trigger_camera to view stuff in a different area (I've got a security room like the one in Blue Shift, and the cameras work fine but the view isn't fuzzy). Speaking of Blue Shift, I'm still looking for an FGD file for it. Where can I get one? They don't have any on valve-erc.
Posted 20 years ago2003-08-03 09:00:44 UTC
in hl mhigh definition pack Post #523
I had this problem once with Opposing Force. I unpacked the models from all the paks and still had low-res graphics. After you've found the actions you need for the specific model, delete all of the models with the exception of the player folder. This should bring you back to hi-res graphics. For sound, do the same. For sprites, also do the same.
Posted 20 years ago2003-07-27 08:27:45 UTC
in Sitting barney and bombs Post #558
How do I make barney sit down, like at the beginning of anomalous materials? Also, I have a question about creating defusable bombs in HL single player (I don't map for CS): Would this entity setup work?: You enter a room and walk over a tripwire laser (trigger_once, env_beam to make the laser visible). This triggers a bomb in 2 minutes (env_explosion and a brush which resembles an explosive device). You leave the room and find the bomb in 1 minute. You press the button attached to it and the button activates a trigger_relay which killtargets the env_explosion, and therefore defuses the bomb.
Posted 20 years ago2003-07-27 08:08:26 UTC
in Scripts and Monsters Post #562
Andy, it's easy to make a human walk up stairs, I did it on my first go! I once created a map with a scientist on his way to work, and part of his route was up some stairs. Just place a path_corner at the bottom and top of the stairs. Just don't change the new path_corners' angles, or everything is likely to go horribly wrong...
Posted 20 years ago2003-07-24 15:19:05 UTC
in Retinal scanners Post #571
Me again...
How do I create retinal scanners which scientists and barneys have clearance for, but I don't. And how do I make them refuse to open it until I do something, EG: locate HEV suit. Also, I created one which a scientist uses when he sees me, but the scanner didn't actually activate until he'd removed his eyes from the scanner. How do I make it activate while his eyes are in it?
Posted 20 years ago2003-07-23 15:41:50 UTC
in alarms Post #581
I suggested valve-erc because the telefragged.com Wally downloads don't work. I've tried all 20 or so of them. And the sound's called warn3, warn1 is a decent alarm sound, though. One more thing, Black Cat: Make sure that if you unpack the models, you unpack them from pak1 if you're using the HD pack, otherwise, you go back to low-res graphics.
Posted 20 years ago2003-07-21 15:25:25 UTC
in Security cameras Post #609
Yeah, func_pendulum seems to work. And I'm putting invisible func_buttons in the ground to trigger the monstermaker (I've also included switches to disable the cameras by covering the buttons with an invisible func_door.
Posted 20 years ago2003-07-20 16:52:41 UTC
in High Definition pack Post #604
I've fixed the problem now. I think I just about got the idea of what to do, Seventh-Monkey. And thanks for your suggestion, atom, that's what I did.
Posted 20 years ago2003-07-17 17:01:43 UTC
in High Definition pack Post #600
Something's gone wrong with my computer. When I bought HL, I got a few mods with it as well (Blue Shift, Opposing Force, Counter-Strike). With Blue Shift came a High Definition pack for all HL mods (And the original HL). However, I recently downloaded Wally, and after unpacking my PAK file, I played HL single player, only to discover that it had gone back to low-res graphics. However, my other HL games were unaffected. Does anyone know how to fix this problem? I've tried reinstalling the HD pack but it didn't do anything.
Posted 20 years ago2003-07-17 15:25:27 UTC
in Security cameras Post #606
How do I create surveillance cameras which after seeing you for a few seconds, trigger something eg: alarm, monstermaker?
Also, is it possible to make them swivel realistically (A few degrees at a time)?
Posted 20 years ago2003-07-16 15:28:03 UTC
in Humans and buttons Post #618
I desperately need help! I want to create a level where, if, say, a human grunt sees you, he rushes to an alarm button which triggers an ambient_generic (The alarm noise) and a monstermaker to make the level much harder. I know you need to use aiscripted sequences/scripted sequences/scripted sentences, but I don't have a clue how to use them! I've managed to get the monstermaker and ambient_generic to work, but only I can press the button.