Forum posts

Posted 20 years ago2004-10-19 15:40:19 UTC
in Player_weaponstrip? Post #67672
Yes, MP map and , second, I do NOT use IE. I prefer Mozilla and Firefox.

Anyway, I'll have to play with the editor some more. I was going to play with it on my 10 hour ride to Kentucky, but after burning a CD with all of the utilities I wanted to try, I forgot the HL disks! LOL!

The editor still worked, but I could not play the level.

My logout problem might be because I switched to halflife2.net and stuff to check on the gold announcement. I'll do some checking and see if that's the cause.
Posted 20 years ago2004-10-18 09:32:57 UTC
in Player_weaponstrip? Post #67283
:D

That was my anonymous post right above. This site keeps logging me out if I step away for a minute, then I go to post and it sends it as anonymous. I'd just as soon have to login, or it might be good idea to at least remind a person that he is posting as anonymous. OH well.
Posted 20 years ago2004-10-14 15:48:27 UTC
in Door -> slam -> dead Post #66499
Ok, but what if the "doors" were made using a func_train. THat wouldnt' stop and could still kill, right? Might have to fudge the sounds somehow....

I'm thinking that the final version would have to have a multi-manager and several effects to get it the way I want it. This is fun.
Posted 20 years ago2004-10-14 15:46:27 UTC
in Metal mesh? Post #66498
dammit, that was me ^^^ got logged out when I had to go help the accounting department...
Posted 20 years ago2004-10-14 13:58:57 UTC
in Door -> slam -> dead Post #66463
Ok, so I trigger a multi_manager with the button and cause the door to close, along with the pusher and the trigger_hurt. But, it also triggers a timer to trigger the door again, thereby flipping the toggler on the door and opening it up again.

The question is, will the door still back up when it's blocked, or is the -f flag just to stop the timed close. I want the doors to keep moving, crushing the victim between.

Also need to find a cool sound to simulate a heavy hydraulic while the doors are closing. That could be triggered by the multi_manager too.
Posted 20 years ago2004-10-14 13:50:43 UTC
in Door -> slam -> dead Post #66461
Ok, I'm not near my computer, so I can only theorize, but if I set the func_door to -1 tim to re-open, then it will be stuck on closed.

BUT - if I can re-trigger that (heard you could do that) like 2 seconds later, then will it open again? Maybe have to set a toggle flag?

Even my entity guide is not at work with me...

Oooops.... Wasn't supposed to know I frequent the mapping forums at work. :o
Posted 20 years ago2004-10-14 13:47:16 UTC
in Transparent Blue parts on Tree models Post #66458
Soon I will own all the threads in this forum!! :cool:

Only a few more posts to go!
Posted 20 years ago2004-10-14 13:45:27 UTC
in Effective Lighting Post #66457
I'd have to vote for UnrealEd myself, but mostly because it's a newer editor and a bit more polished. I expect the new Hammer editor to have lots more features and might help it rank up there.

and, I think that Quake1 is the final answer. With just a touch of Q2 code, as the good Captain has said.
Posted 20 years ago2004-10-14 13:41:08 UTC
in Your first map? Post #66456
My first map was modification of original Doom. The did a couple of Heretic maps. Half-life editing was a real treat, but I don't think I ever completed a playable level.

Made some UT maps that sucked. Seems the easier the tools got, the more crap had to be put in a map and the more thought. Back when there weren't that many maps there were lots of good ideas.

Now I'm trying it again. Hopefully my ideas will be fun for HLDMers.
Posted 20 years ago2004-10-14 13:16:51 UTC
in no hldm with hl2 my source is reliable Post #66452
I played CS a couple years ago and it really sucked. And that was before there were lots of other "tactical" game out there. I watched a friends son play it only a few months ago (He's addicted, poor little blighter) and it looks just as exciting to me as it did all those years ago.

Then again, soem friends and I loaded Crossfire up after playing UT and such for several years, and it was just like old times. Non-stop frag action and I couldn't believe how much fun those weapons were again.

Oh, back on topic. At least there is a mod team already gearing up to do it, and that is if Valve doesn't already have a team signed up and doing now.

repmaC554, that sniper kitty is da shnizitz!
Posted 20 years ago2004-10-14 13:03:41 UTC
in Transparent Blue parts on Tree models Post #66449
Anyone been banned recently? :D
Posted 20 years ago2004-10-14 12:59:52 UTC
in Black areas...HELP! Post #66447
Oh, and check for the latest drivers for your G card. that might help too.
Posted 20 years ago2004-10-14 12:59:00 UTC
in How i make Barney use the scanner.. Post #66446
Hmmmm... There is a place for setting transparency, unless i'm mistaken. Forgive me, I'm not at home right now.

I think that you would set that either high or low. Also, I think you may have to use a texture designed for transparency, such as the meshes (could be wrong. Or, maybe you change the render mode for that. Anyway, it's possible and I thought quite easy too. If I get a chance tonight when I get home I'll try and get it set up for you and post it.

But I've got to pack for a caving trip and do some things around the house and give some luv to the wife... We'll see.
Posted 20 years ago2004-10-14 12:52:30 UTC
in Black areas...HELP! Post #66443
OpenGl is the API of choice for HL. Although i recently played it again with D3D and had no problems. I think OpenGL also allows for higher res.
Posted 20 years ago2004-10-14 12:50:52 UTC
in The Hardest Part Post #66442
Originality is overrated. ;)

If you have friends who play the same games, try just sitting around, drinking a few beers and talking about what would make a cool level. But only if you are old enough to drink that is.
Posted 20 years ago2004-10-14 12:47:51 UTC
in Metal mesh? Post #66441
The Clip function prevents the player from passing through. It's used to keep people from going where they shouldn't.

You can also use it to keep people from passing through your "Illusionary" walls, while still allowing everything else to pass. can also be used for a walking surface as well as railing. Give the proper texture and stuff. I know there's a tute, and I've done it myself, but years ago.

In fact, I'll be needing that same feature very soon as well.
Posted 20 years ago2004-10-14 12:43:44 UTC
in How i make Barney use the scanner.. Post #66440
Dude, there is information on making a catwalk with railing or mesh texture that is shoot-through. Either here or at the Collective. I think it's veyr easy if I remember.
Posted 20 years ago2004-10-14 12:14:21 UTC
in How i make Barney use the scanner.. Post #66438
found this post from last year. It might be what you are looking for. Try the links to the Collective. There is lots of good info there and people who can help as well.

"Due to the fact that I haven't got around to finding anyone who will do a decent Script tutorial, I believe the next best thing is to tell you where you can find some...
Collective, thanks to Chris 'autolycus' Bokitch:
http://collective.valve-erc.com
/index.php?doc=1047433496-46754900
And 69th, by Vlad:
http://www.vlatitude.com/tutorials
.php?tutID=10
Both of these tutorials discuss what you want to acheive."
Posted 20 years ago2004-10-14 12:09:18 UTC
in How i make Barney use the scanner.. Post #66436
It never hurts to try, though it might not help you learn how to edit maps.

I think there must be a tutorial on how to do this. Let me look.
Posted 20 years ago2004-10-14 12:07:07 UTC
in Metal mesh? Post #66435
check out the resources links on the left of the forums. There is a link in there somewhere for a utility that saves versions of your maps every time you compile. You might find this handy for going back to an old revision in case your map gets screwed up.

Try rebooting and recompiling. Also, do an ALT+P before compiling and see if it gives you an error. This is very handy for finding problems before compiling.

Where can you get better entertainment than this? :nuts:
Posted 20 years ago2004-10-14 12:01:37 UTC
in How i make Barney use the scanner.. Post #66431
Calm down, dude. Building a level takes time, esp. if you are learning at the same time. Realize that it might take some time for someone with an answer to your problem to actually read the thread (Forum posts within a topic, like this is a post in the thread about you need help in the forums) and coem up with an answer.

Maybe you could try and find some other information on your problem while waiting for someone else to help. or maybe move to something else for a while and at least be working on something constructive until you get your answer.

Repeatedly posting "come on guys, I NEED AN ANSWER!" of similar, will make the moderators lock your threads or worse, ban you from these very helpful forums. Just have a bit of patience and you'll probably find your answer.
Posted 20 years ago2004-10-14 10:50:51 UTC
in Door -> slam -> dead Post #66410
Ok, that makes another solution to my two doors problem, but then they'd not open back up. I'd have to use a round-a-bout method of getting the doors open again.....

Well, it does work the way it's set up, so I got that going for me.
Posted 20 years ago2004-10-14 10:48:50 UTC
in Player_weaponstrip? Post #66409
Actually, I rather enjoy playing HLDM. At this point I'd settle for just giving a couple of good weapons as incentive.

I'll have to chekc that AMX out anyway. Looks like it might be capable of a few things.
Posted 20 years ago2004-10-14 09:52:18 UTC
in no hldm with hl2 my source is reliable Post #66377
Great, but they are only porting the HL2 wepaons. No custom weapons to choose from. That would be nice feature. Oh, well.. One thing at a time I suppose.
Posted 20 years ago2004-10-14 09:41:23 UTC
in Door -> slam -> dead Post #66371
Wait a minute, if I have a door that I want to do damage without backing up, all I have to do is put that -1 in the "delay_till_return"?

Then the door will keep closing and givving damage??
Posted 20 years ago2004-10-14 09:40:37 UTC
in Door -> slam -> dead Post #66370
Wait a minute, if I have a door that I want to do damage without backing up, all I have to do is put that -1 in the "delay_till_return"?

Then the door will keep closing and givving damage??
Posted 20 years ago2004-10-14 09:35:40 UTC
in Player_weaponstrip? Post #66365
Oops, that was me. ^^^ Forgot to log in..
Posted 20 years ago2004-10-13 19:01:45 UTC
in Player_weaponstrip? Post #66161
posted by Peace and LOve:
"it's possible, but hard, an you'd have to make a few compromises along the way.

Also, I don't know if you noticed, but when you shoot someone and they die, they drop their weapons."

I noticed. That's why I mentioned it in both of my previous threads. the trick is to figure out how to tap into that particular feature of dying, without killing them.
Posted 20 years ago2004-10-13 13:58:29 UTC
in Player_weaponstrip? Post #66045
:nuts: Well, I guess I'll have to figure out how to do that. Surely there must be a way to tap into the method of dropping weapons just like when a player dies, without killing them. I'm not sure how they do that, but seems as though it could be called from a trigger somehow.

Maybe I could have it trigger the weaponstrip, then right after, have it generate a locker with a specific group of weapons, or even better, a random set.... Maybe not better.
Posted 20 years ago2004-10-13 13:45:32 UTC
in Player_weaponstrip? Post #66036
I looked through the Entity list and thought of an idea for part of a level, but I need to know if the player_weaponstrip just takes the weapons out of inventory, or does it throw them on the ground, like when the person gets killed.

My plan involves scrounging dropped weapons, which obviously wouldn't work well without dropped weapons.

If not, can anyone think of a way that the players weapons could be dropped when they touch a brush or entity?
Posted 20 years ago2004-10-13 13:15:26 UTC
in HL Chickens Post #66027
Code? Dang, that' outta my league too.

Not sure what an AMX plugin is either. I'm just a simple mapper trying to get a small map done and getting stressed out by having to adjust textures all over the place, quitely wishing someone could put a chicken gun in HL or HL2.
Maybe if i get bored I could look the AMX thing up and see what it's about.
Posted 20 years ago2004-10-13 12:14:05 UTC
in HL Chickens Post #66023
Ok, how hard would it be for someone to create a mod for HL that would allow a trigger to turn a player into a chicken? Ala Heretic.

I haven't played that game in years, but the Chicken Egg was one of the most original ideas then, and I haven't really seen it done well since.

I figure if someone could do it back then, it can't be too hard to do today.

I'm thinking you could have an egg gun, which fires eggs like a grenade launcher and when they hit someone, they turn into a chicken.

I have no idea how to get the models made and how to get the thing to work in HL.