Forum posts

Posted 17 years ago2007-04-25 02:09:19 UTC
in Zombie pheromone Post #220069
Alright thanks ill see what works best for me.
Posted 17 years ago2007-04-24 04:38:53 UTC
in Zombie pheromone Post #219943
Yeah ive checked that out before and its good, but doesn't work for zombies - seems their just too plain stupid to wanna follow and coordinated plan.
Posted 17 years ago2007-04-24 04:03:09 UTC
in Zombie pheromone Post #219937
Im not talking about in relation to those antlion pheromone balls that you throw.

Is there a way to have a point in a map where all the zombies will be attracted to and all seek out. I'm trying to get a situation where the player must barricade up a building because all the zombies want in. Because other times ive tried the zombies just mill around outside and only occasionally attempt to walk in when they happen to see the player nearby.
I want like a mad rush towards the location.
Posted 17 years ago2006-11-29 18:17:09 UTC
in fog not helping with optimisation Post #204480
yeah i did, and it does fade black. But then it suddenly turns white. :zonked:
Posted 17 years ago2006-11-29 03:17:29 UTC
in fog not helping with optimisation Post #204402
Ok it seems to be working well except I want it to fade into black, so yeah i set the colours n everything but once i move really far away from an object this white sheet just covers it, it wouldnt mind it if it was an outdoors map but its suppose to be a long dark tunnel, its starts off fading completely black but as i get further away it flicks to white.
Posted 17 years ago2006-11-27 17:29:53 UTC
in fog not helping with optimisation Post #204251
ok thanks ill try that
Posted 17 years ago2006-11-25 03:58:20 UTC
in fog not helping with optimisation Post #204000
So I stick in an env_evironmental_fog entity expecting it to raise the fps on my map, but it does a whole lot of jack! I thought fog was suppose to disable the rendering of objects beyond what you can see. But I turn on mat_wireframe and I can still see the entire level, nothing gets cut out and it's really effecting preformance. Am I doing something wrong?
Posted 18 years ago2006-09-26 01:00:09 UTC
in Any big city maps around? Post #197608
Wholy shoot! crookcountry is sick! thanks guys this is just what i was looking for
Posted 18 years ago2006-09-25 02:18:15 UTC
in can't start my mod Post #197490
Oh my god! your a frikkin genius, thank you. That bloody steam, trying to wreck my fun.
Posted 18 years ago2006-09-25 01:59:44 UTC
in Any big city maps around? Post #197488
Hey, I'm in massive want of a large city map to play in, includes like roads, shops, highrises, maybe a park. I'm in no way asking someone to make me one (if It comes to that ill make it myself) but if there are any huge urban maps for either CS:S or HL2 around then can you let me know. thanks
Posted 18 years ago2006-09-25 01:41:34 UTC
in can't start my mod Post #197485
HL2 and CS:S works just fine but ever since a certain steam update was applied no mod that I make will work. Maybe if I download a later version of a third party mod it will work but mainly I'm just trying to run mine. When I start it up it appears to load and does the whole black screen thing but then it quits and says it has an 'Engine Error' "Could not load library client". I'm guessing it may have something to do with one of those major updates, like the one where it said you have to change that SteamAppId number in the gameinfo txt file. Well I changed it but after that it never seemed to work.
Posted 18 years ago2006-09-23 20:49:38 UTC
in can't start my mod Post #197341
When I click on my mod or any other third party mod it says it can't load the library client. What's goin on?
Posted 18 years ago2006-05-13 03:30:01 UTC
in scroll textures Post #179708
ahhh ok, thx
Posted 18 years ago2006-05-10 18:10:14 UTC
in scroll textures Post #179363
How do i get a scrolling/moving texture on a func_conveyor? I could easily do it in HL1 but with HL2 there are no proper scrolling textures to use, ive tried making my own by adding 'scroll' to the front of the texture name but it still dosn't work.
Posted 19 years ago2005-11-14 19:33:08 UTC
in npc_maker's spawnees follow a path Post #147166
Sorry if it made no sense.

How do I make an npc_maker spawn combine that after spawning all follow a path somewhere instead of just standing around?

I'm trying to get a whole lot of combine to keep attacking you in a house and know where the front door is.
Posted 19 years ago2005-07-04 04:13:47 UTC
in cs:s weapons to hl2 Post #118496
what program do i use for that?
Posted 19 years ago2005-07-03 23:32:25 UTC
in cs:s weapons to hl2 Post #118468
I dont understand, is fgscape a program, i googled it but nothing came up
Posted 19 years ago2005-07-03 22:19:30 UTC
in cs:s weapons to hl2 Post #118464
How can I get the cs:s weapons into hl2 and make them work proply.

Ive renamed some of the cs:s guns to the hl2 guns name
.eg ak47.mdl - smg1.mdl

and ive got all the materials there too, but the syncronising is all wrong.

sorry if this seems complicated but i really want cs:s weapons in hl2.
Posted 19 years ago2005-05-10 01:20:06 UTC
in remove the hud Post #108673
right. I got a new problem now! Can you get rid of the hud without gettin rid of the crosshair, when i type cl_drawhud 0 it rids me of the cross too.
Posted 19 years ago2005-04-27 03:32:32 UTC
in remove the hud Post #106054
but will you have to do that everytime you run it?
Posted 19 years ago2005-04-25 19:27:58 UTC
in Hanging light Post #105882
you need to use a move_rope to connect it to the ceiling

theres plenty of tutorials just google them.
Posted 19 years ago2005-04-25 02:45:29 UTC
in HL2 Crowbar model for HL1 Post #105781
In that case can you tell me how to take a gun from css and add it to hl2?
Posted 19 years ago2005-04-25 00:12:45 UTC
in remove the hud Post #105775
how do you use a point_clientcommand?
Posted 19 years ago2005-04-24 22:26:43 UTC
in what part of a zombie is the head? Post #105769
because then that would mean 1 shot to kill if it hits the arms or legs :zonked:
Posted 19 years ago2005-04-24 22:25:44 UTC
in what part of a zombie is the head? Post #105768
are u sure? i thought 3 would mean 3x the damage done by the weapon if it hits the head
Posted 19 years ago2005-04-24 21:20:13 UTC
in what part of a zombie is the head? Post #105765
i dont understand
Posted 19 years ago2005-04-23 23:55:57 UTC
in remove the hud Post #105570
is there a way that this can be done on the mods start up
Posted 19 years ago2005-04-22 22:31:32 UTC
in remove the hud Post #105387
how do you get rid of all the hud.
Posted 19 years ago2005-04-22 22:10:37 UTC
in what part of a zombie is the head? Post #105384
I want to make 1 headshot kill a zombie so I raised the npc head damage enough so 1 shot will. But when i shoot them in the head its not 1 shot. What im askin is what part of the zombie is the head because its covered by that dam crab and its screwin somthing up.
understand???
Posted 19 years ago2005-04-22 21:51:46 UTC
in bsp isnt being created Post #105381
naa dont worry i fixed it. i was just an error that i didnt see.
Posted 19 years ago2005-04-22 05:56:03 UTC
in need real zombie model Post #105256
im tired of that crappy headcrab jumps off after you kill it. it just dosnt go along with the style of mod im making. even a skin is betta than nothin does anybody know of a site?
Posted 19 years ago2005-04-18 01:22:02 UTC
in bsp isnt being created Post #104589
when i compile my map it dosnt make a bsp and then says it cant find it.
Posted 19 years ago2005-04-09 01:32:08 UTC
in fog Post #102647
I dont understand how to get fog_controller to work, its always invisible when i play.
Posted 19 years ago2005-04-05 02:32:38 UTC
in shoot through walls Post #101660
How do you make your bullets go throught wall or windows. if its coding you need, where can i get it?
I know i can just make the brush illusionary but i want the bullet holes to appear on it.
Posted 19 years ago2005-04-04 03:13:55 UTC
in ladders ??? Post #101341
I dont understand how to make ladders work. Ive read tutorials but when i test it i cant climb it.
Posted 19 years ago2005-04-01 07:02:39 UTC
in New Glock! Post #100497
who around here does hunting? i know i do and its great! guns arnt the only thing ive hunted with knifes, sticks, stones, and cars :lol: And im only 14. if anyone thinks hunting is crule and wrong ive got plenty of proof its not. I just cant be bothered to say it all.
Posted 19 years ago2005-03-31 05:40:47 UTC
in sdk dont work Post #100331
system cannot find the file specified
Posted 19 years ago2005-03-31 05:02:22 UTC
in sdk dont work Post #100325
when i run sdk it comes up with the menu but when i click on hammer it says it cant find the file. its installed and updated whats wrong?
Posted 19 years ago2005-03-31 04:58:23 UTC
in New Glock! Post #100323
You guys are so lucky!!!
you can basicaly just walk to a supermarket and buy a gun. down here in australia the gun laws are so bloody slack. it takes 3 months to get a gun licence then it takes another month to get a fukn "permit to accuire". And you cant get any semi-autos or fully-autos. And the government has to be in a good mood to let you buy a pistol. Ive got a rifle but compared to you guys its a piece of shit.
once again, YOU ARE SO LUCKY!!
Posted 19 years ago2005-03-09 07:27:03 UTC
in valve song Post #96011
where can you get that cool valve song that plays when you come out of the pipe and onto the cliffs in hl1?
Posted 19 years ago2005-03-03 05:39:23 UTC
in textures not blending Post #94721
I do my textures blending in hammer to make the tops of hills rock and the lower surfaces sand but when i run map the whole thing is just rock texture. whats going on?
Posted 19 years ago2005-02-23 03:44:53 UTC
in dusty wind Post #92737
Has anyone seen black hawk down? The part where the guy falls out of the chopper and that dude is calling for help and theres all the dust going everywhere. Is it possible to do something similar to that in hl2?
Posted 19 years ago2005-02-22 06:51:09 UTC
in door handles Post #92503
where in the models section is door handles?
Posted 19 years ago2005-02-22 01:12:03 UTC
in zombies without the crab Post #92461
how would i change the zombie to that ragdoll corpes
Posted 19 years ago2005-02-21 04:56:16 UTC
in zombies without the crab Post #92181
(without doing coding) is it possible to make zombies start without the headcrab on them.
Posted 19 years ago2005-02-20 06:30:59 UTC
in npc's cant break stuff Post #91975
I made a map where zombies are suppose to break the doors then come at you. The zombies hit the doors but they dont break even though the doors have only 1 strength.
Posted 19 years ago2005-02-17 01:43:12 UTC
in "random" entity Post #91150
Is there an entity that triggers events at random times?
Posted 19 years ago2005-02-16 04:36:21 UTC
in weird error Post #90983
When I run my map this error come up.

Too many verts for a dynamic vertex buffer (935109>32768) Tell a programmer to up VERTEX_BUFFER_SIZE.
Posted 19 years ago2005-02-15 01:25:07 UTC
in backwards decals Post #90644
my decals are always backtofront eg. the number 4 is the other way round. how do you fix this?
Posted 19 years ago2005-02-14 02:01:16 UTC
in menu background pic Post #90335
CLAP CLAP!! great tutorial. I did exactly that before but it has the checkers.