Forum posts

Posted 18 years ago2005-10-29 12:28:03 UTC
in Temporary damage Post #144332
Where can i learn more about it? the HL entity guide wasn't very helpful i must say, as for the crossfire map i decompiled it gave me a serious brain meltdown, did not get alot of that :cry: either its hard or im retarded :cry:
Posted 18 years ago2005-10-28 20:23:28 UTC
in Temporary damage Post #144225
Hello everybody. I need help with a entity problem i've got I have Built a Racing map for cstrike using func_vehicles. The point is that when you win, you get locked in a small cage then everybody dies and get a few seconds in the spectator mode to se who won the race then the person in the cage dies all done by trigger_multiple and trigger_hurt.
All works well exept that the trigger_hurt won't reset after 1st run so you die when you spawn.
I have tried ticking trigger once (start off always on)and the Trigger_multiple is set to reset after 10 seconds so it resets when the player in the cage dies. hope you understand the problem otherwise ill figure out a way to clearify it. cheers
Posted 19 years ago2005-04-26 16:40:14 UTC
in Something Wrong but cant find out what Post #105992
I tried to use HLCC on it but it still doesn't work it compiles but then the game crashes when i try to start it, i get this message: BAD: -1:svc_bad
Wrote erroneous message to buffer.dat
Host_Error: no precache: .

note this is a map for CS
Posted 19 years ago2005-04-26 12:55:33 UTC
in Something Wrong but cant find out what Post #105964
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Mappssurfadvtex.map" "C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex.map"

** Executing...
** Command: C:ProgramVALVEH~1toolshlcsg.exe
** Parameters: "C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex"

hlcsg v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:ProgramVALVEH~1toolshlcsg.exe C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex
Entering C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.67 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.63 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 36 used textures, 81.82 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 2.27 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 4 used textures, 9.09 percent of map (264 textures in wad)
Including Wadfile: programvalve hammer editortoolszhlt.wad
  • Contains 1 used texture, 2.27 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecstrike.wad
  • Contains 2 used textures, 4.55 percent of map (123 textures in wad)
Using Wadfile: sierrahalf-lifecstriken0th1ng.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
added 16 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
1.72 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:ProgramVALVEH~1toolshlbsp.exe
** Parameters: "C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex"

hlbsp v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:ProgramVALVEH~1toolshlbsp.exe C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2105 (0.16 seconds)
BSP generation successful, writing portal file 'C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2227 (0.16 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2253 (0.22 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2370 (0.16 seconds)

** Executing...
** Command: C:ProgramVALVEH~1toolshlvis.exe
** Parameters: "C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex"

hlvis v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:ProgramVALVEH~1toolshlvis.exe C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex
1180 portalleafs
3760 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.55 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (85.20 seconds)
average leafs visible: 109
g_visdatasize:72740 compressed from 174640
95.30 seconds elapsed [1m 35s]

--- END hlvis ---

** Executing...
** Command: C:ProgramVALVEH~1toolshlrad.exe
** Parameters: "C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex"

hlrad v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:ProgramVALVEH~1toolshlrad.exe C:ProgramSteamSteamAppsnstahlcounter-strikecstrikemapsadvtex

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[59 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

** Executing...
** Command: C:ProgramVALVEH~1toolshlrad.exe
** Parameters: -developer 1 -dev +map "advtex"
Posted 19 years ago2005-04-15 15:55:20 UTC
in textures without .wad Post #104217
sorry about bringing up this old thread but it wont include my .wad file isn't getting included i searched the forum and saw a few people having this problem, is there any solution to it ?
Posted 19 years ago2005-04-11 15:14:03 UTC
in A glass question Post #103370
yeah i found it i made a testmap in a "small box kinda thing" i noticed that when you had come back to life you would have to wait about 5 seconds before the trigger had ben reset how ever this might not be a problem because you wont reach the glass for 20-30 seconds after you have spawned
if there is a problem "I'll be back"
Posted 19 years ago2005-04-11 14:56:49 UTC
in A glass question Post #103362
yeah, thanks Slayer it worked but now i have come accross another problem if you fail and die and restart, the windows won't break probably because it will only trigger once but the windows go back but the trigger_once don't so you hit it and stop, maybee you can put the flag trigger_only on the func_breakable and it will work?(I ask only because it takes some sweet time to compile it)
Posted 19 years ago2005-04-10 13:53:23 UTC
in A glass question Post #103095
I'am doing a map in wich the character will come flying thru the air and hit some glass windows thats hangs in the air (for no reason) but the thing is, the glass must break without stopping me in mid-air, I hit the glass I stop then the glass breakes, there must some sort of func_break thing that you can place in front of it and make it break just before i acctualy hit it, if it can be brush based it would be nice sence it is kind of big windows...
Posted 19 years ago2005-03-27 00:06:17 UTC
in textures without .wad Post #99275
Is it possible to add textures to a map without creating a .wad file with em in it?, because i've played maps with wierd pictures on them without downloading .wad files
Posted 19 years ago2005-02-20 03:51:57 UTC
in Lag Reducing Techniques Post #91967
nope if you like i can send you demos ive made from Half-Life1 showing a couple of places where there is water, nope im pretty sure it was prodigy
Posted 19 years ago2005-02-20 02:36:34 UTC
in Lag Reducing Techniques Post #91965
exactly where I cant remember but often when i climb/slide up a mountain to a "forbidden" place there are splashes i know when i played cs alot you could slide up at de_prodigy on a purple/pink mountain like thing next to a house and get in to a void where you from there could swim around watching down on the map from above :zonked:
Posted 19 years ago2005-02-20 01:42:42 UTC
in Lag Reducing Techniques Post #91950
I've found alot of areas that are melted/mounted together with no visible edges inside of them, eg: a box on the floor has no bottom and inside of the box you can not see the floor exept a black void, and in some places there is water covering certain areas and making "splash noises" when you hit it(maybee it's just a bug). So if you add hmmm, sky textues(and/or water) to all the places the player wont see it will create a void and reduce lag?. If you have any answers or any other fairly easy ways to reduce lag post it here and let me know. peace out ;)
Posted 19 years ago2005-02-20 01:21:29 UTC
in Force shield... Post #91945
trigger_push 1000000 , and when you shoot at it the bullets will come flying back at you :lol:
Posted 19 years ago2004-10-13 17:06:36 UTC
in Door -> slam -> dead Post #66145
Holy Crap u were right, :lol: i love u svevie ;)
Posted 19 years ago2004-10-13 16:54:27 UTC
in Door -> slam -> dead Post #66138
I want to have a door entity the shape of a large brick (wich I've areaddy made) to slam down on ones head and slam them to death when walking under it, unfortunaly i can't get it to move down instead it moves left or forward by mixxing with Pitch, Yaw, Roll what numbers must i enter to get it to move down ?