Forum posts

Posted 19 years ago2005-05-02 17:53:57 UTC
in func_tank Post #106983
Seventh, you're talking about the func_motar_field. I'm talking about a func_tankmotar. It's a tank that shoots explosions, which is similar to tankrocket because it shoot rockets that explode.
Posted 19 years ago2005-05-02 17:47:28 UTC
in Testing Map Post #106980
Well, it IS customizable, but the one he's talking about is the default one.
Posted 19 years ago2005-05-02 11:09:35 UTC
in func_tank Post #106913
It won't work if you're running it in CS because CS doesn't have the rpg_rocket entity. That's probably why. You'll probably have to use a func_tankmotar to have something similar to the func_tankrocket.
Posted 19 years ago2005-05-02 11:04:46 UTC
in Testing Map Post #106911
I think he's talking about the WON version, Seventh.
It opens Counter-Strike and shows the splash screen of the guy in the hallway, like it normally does when loading,
That's not in the STEAM version.
Posted 19 years ago2005-04-30 12:09:17 UTC
in Zombies Post #106488
It even says April 1st in the "Last updated" spot near the top. Probably an April Fools joke.

You can also tell it's fake in two other ways. If you click "Printable version", it will always lead you to the "Page cannot be found" page. Yes, even if you're in Firefox, it will show you the page not found page. Also, if you click "E-mail this to a friend", it will try to send the page "Syrian troops vacate Lebanese HQ", which is not the article.
Posted 19 years ago2005-04-30 12:03:39 UTC
in CS Wall Thickness Post #106487
I thought that only the Desert Eagle, any rifle, and the machine gun could only shoot through the walls.

Try it again and see if it is actually going through the wall and not just marking another decal. Have a player go behind the barricade and try to shoot through the barricade and see if it actually damages the player.
Posted 19 years ago2005-04-28 17:22:42 UTC
in multi_manager question Post #106307
I guess try using a trigger_relay with the off state for the sound?
Posted 19 years ago2005-04-27 08:51:44 UTC
in CS... ARGH!!!! Post #106086
You put the maps for Steam at "<hard drive letter>:<your Steam directory>SteamApps<your email address>counter-strikecstrikemaps." If the directory is not there, then create it.

You run the maps for multiplayer by using this as your game executable: ""<hard drive letter>:<your Steam directory>Steam.exe" -applaunch 10 +deathmatch 1 +map <your map>". If you want to actually playtest it with people, then you would probably want to add "+maxplayers <amount of players>".
Posted 19 years ago2005-04-25 21:44:19 UTC
in ambient_generic Post #105892
To be specific, I believe the required format is PCM 8,000 kHz, 16 Bit, Mono (15 kb/sec). You also need to make sure it is about under 1 minute. If you need it to loop, you'll need GoldWave (trial but still usable) to set up cues.

Dumb question: is the sound you're selecting actually a .WAV?
Posted 19 years ago2005-04-25 17:19:46 UTC
in i need to know how 2 make these things Post #105872
I can remember it. Here it goes:

Raise the water 1 unit off the ground, then place a brush with the texture "CLIP" to fill the 1-unit gap. This way, the bomb will actually be in a non-water spot, but it will still look like it's in the water. The clip brush is to keep the water splash sounds when running through it.
Posted 19 years ago2005-04-24 20:26:36 UTC
in Typing Post #105763
7 errors, 70 WPM, and 95 % accuracy, even though this is about my 3rd try. On the first, I didn't do much of it. On the second, I didn't know it was 2 minutes (I put 1 minute and had about 5 errors, 65 or something WPM, and 97 accuracy). On the third, I finally got the settings right.
Posted 19 years ago2005-04-24 19:54:50 UTC
in how do i make a door or window Post #105762
TUTORIALS:

Glass
Doors

Might want to read the other tutorials while you're at it. :)
Posted 19 years ago2005-04-24 16:39:38 UTC
in Could not open wad file Post #105728
Also, don't use pldecal.wad/tempdecal.wad and cached.wad. You might also want to use -wadautodetect.
Posted 19 years ago2005-04-22 21:31:16 UTC
in func_illusionary_toggle... Post #105379
Use a func_illusionary with a name and an env_render that targets the func_illusionary. Set the Render properties of the env_render to Solid and 0 or something to make it invisible. You can make another env_render that targets the func_illusionary with Render properties to Normal and 255 if you want to toggle the "func_illusionary_toggle" and not just make it dissappear.
Posted 19 years ago2005-04-20 22:34:49 UTC
in Proppa Story #1 - The Beginning [closed] Post #105054
...more 5.7 clips and a pistol (I never told you if it was empty or not :o ).

"Hey, does anyone have a lot of pockets?" one of them asked.
"Err...nope," replied the others.

The one who asked sighed. He knew he needed to pick either one. He needed the either 5.7 clips or the pistol, and they needed the almonds for the coffee, but he only had one empty pocket for only one item. Either the 5.7 clips, the pistol, or the almonds.

"This is a tough decision," the one who asked started. "But, I'll say that I will..."
Posted 19 years ago2005-04-20 17:30:33 UTC
in Where do i start? Post #105026
Most likely on the VERC. It should be in the popular resources section, so you don't have to search for it there. After installing the newest full release (note: don't install the beta version first), you can then install the beta version, which supports model support, which will require a new FGD that they have.
Posted 19 years ago2005-04-20 17:26:47 UTC
in Problem with a map and the clanserver Post #105025
You should never use decals.wad
Err...I think you mean pldecal/tempdecal.wad? I thought decals.wad was the one with all of the bullet holes and marks and so on...
Posted 19 years ago2005-04-19 20:12:11 UTC
in i need to play my half life!online Post #104836
Posted 19 years ago2005-04-19 18:14:10 UTC
in Respawning Weapons Tutorial! Post #104825
No, that's different. He's talking about having a weapon on the floor respawning (like HLDM), not about constant equipping. That's just a trigger_multiple, a game_player_zone named game_trigger, and a game_player equip. I decompiled his he_pool_night to figure out his way. It's better in my opinion because it doesn't seem to crash, and it doesn't really require as many entities. What's interesting is how it strips your starting weapons yet there is no player_weaponstrip...
Posted 19 years ago2005-04-18 18:58:14 UTC
in CS and Monster Models Post #104710
Actually, if the model won't interact, like this case, just add a cycler_sprite and use a model instead of a sprite.
Posted 19 years ago2005-04-17 18:47:27 UTC
in 3DMarks Post #104547
Oh wait, I'm running on 3DMark2001SE and all of you are running on 3DMark03...just realized that.
Posted 19 years ago2005-04-17 18:42:30 UTC
in Respawning objects Post #104544
rowleybob, I think you would want an env_shooter to simulate gibs, too.
Posted 19 years ago2005-04-17 15:34:12 UTC
in 3DMarks Post #104509
AMD Athlon 2 GHz (shows up as 1.99 GHz?)
512 MB RAM
Posted 19 years ago2005-04-17 15:32:15 UTC
in Hunter's Multiple choice funny ficti Post #104507
Posted 19 years ago2005-04-17 14:32:40 UTC
in 3DMarks Post #104494
As said before, 5280 3DMarks with my new GeForce FX 5500.
Posted 19 years ago2005-04-15 10:18:16 UTC
in Hunter's Multiple choice funny ficti Post #104138
Recite nursery RHYTHMS?

B

I have a feeling it's going to be the most popular choice.
Posted 19 years ago2005-04-14 20:06:30 UTC
in Enemy "Waves" Post #104061
Use a monster_maker (or monstermaker, don't remember) to create monsters. Then, make a looping multi_manager that targets the wave after x seconds. Not exactly your desired effect, but it's still might do.

How to loop the multi_manager:

1. Give it a name.
2. Turn SmartEdit off.
3. Add a field to target your monstermaker/monster_maker.
4. Target the multi_manager.
5. Go into the flags and check "multithreaded."
Posted 19 years ago2005-04-12 08:46:05 UTC
in Poll : Cheating Post #103478
I've killed a speed-hacker that tried to knife us on de_inferno in the T spawn. I used a MP5-NAVY and got constant headshots when he came by. :D

I think my bro killed a speed-hacker using a USP. :nuts: :lol:
Posted 19 years ago2005-04-12 08:33:24 UTC
in Need specific skies! Post #103475
Yeah, it's Terragen. I have it, too. And it doesn't really cost money. You can still download it for free, but I think some features require the pro version, which you have to pay for. It's still great, though. To create the smooth environment maps, just follow this link.
Posted 19 years ago2005-04-11 08:48:01 UTC
in Starting over... again Post #103296
Or you could -wadinclude it by adding "-wadinclude x" in the command lines. Of course, that's assuming you have ZHLT and not the old Quake tools that came with Hammer.
Posted 19 years ago2005-04-10 10:17:57 UTC
in New Video Card! Post #103042
That reminds me...I have The Frozen Throne set on all high settings except Spell Detail, which is probably on medium. I probably set the resolution to 800x600x16. (Who ever plays on 32 bit color? It's like a waste of extra coloring just for getting an object to stop dithering, which you probably won't even care about...)
Posted 19 years ago2005-04-09 20:05:00 UTC
in New Video Card! Post #102891
UT2004 Demo: 35-50 FPS on most settings about medium-low on either 640x480 or 800x600 (I can't remember)
Eeh, That's pretty crappy...
Well, I don't exactly know what the FPS range was. I just guessed. In fact, I think I know it was much higher. Probably about a minimum of 45 FPS or something. Blame my bad memory.
Oh, And no-one plays games with resolution 640x480..
Sometimes, I don't really care as long as you aren't playing at something like 400x300. The HL2 demo still looked like 800x600.
Posted 19 years ago2005-04-09 09:43:00 UTC
in New Video Card! Post #102716
Oh yeah, I didn't buy it just today, I bought it last week.
Posted 19 years ago2005-04-09 09:30:09 UTC
in New Video Card! Post #102714
Yep, I finally got a new video card! My dad bought it at Fry's for 40 dollars. It's a NVIDIA FX 5500 128MB AGP Overclocked by BFG. I am happy with its performance.

Here's an estimate of the FPS results on these games:
CS/HL: 100 FPS (was 72 before until I realized fps_max was set to 72...and probably the reason why my old card ran at a 72 FPS peak) on 800x600
UT2004 Demo: 35-50 FPS on most settings about medium-low on either 640x480 or 800x600 (I can't remember)
DOOM3: 30-40 FPS on low settings on 640x480
HL2 Demo: 30-40 FPS on low settings on 640x480
Halo: 35-50 FPS on low settings on 640x480
3DMark2001SE: 5280 3DMarks

Do you think it's a good deal? What do you think about the video card? Tell me your opinions!
Posted 19 years ago2005-04-08 19:06:32 UTC
in Monster Entitys dont show up Post #102616
You could use mp_allowmonsters 1 in the console or something similar to that line, but it would be just same ol' deathmatch except with monsters that come to bug you.
Posted 19 years ago2005-04-07 18:43:14 UTC
in f**ing level change Post #102388
I did all of them except the transition stuff and I didnt named the level changes is that really a problem
I think that could be the problem...you didn't name the level changes (the trigger_changelevel, I'm assuming). You might have to name them.
This post was made on a thread that has been deleted.
Posted 19 years ago2005-04-06 21:47:27 UTC
in HL - Random things u may not have known Post #102125
I'm talking about the original HL, not any custom mods.
Posted 19 years ago2005-04-06 21:17:09 UTC
in HL - Random things u may not have known Post #102120
1. Yeah, I realize it. I checked the anims and it had a headcrabbed animation that tilts after a while.
2. Well, I didn't pay TOO much attention to the game, so don't remember it there.
3. I am. It's just that I accidentally mistook the glassgibdirty as a non-custom model.
Posted 19 years ago2005-04-06 20:37:46 UTC
in HL - Random things u may not have known Post #102115
List of models that I think are unused with filename (without .mdl) and description:

archer: Some kind of Xen fish?
breather: Could've been in HL but I don't recall it being there...looks like another Xen thing-a-ma-bobber.
chumtoad: Probably something Valve worked on but put away...it was in Poke646 and maybe a usuable weapon in Point of View.
construction: According to the skin names, it seems to be an alternate Barney or new character.
crystal: I don't recall this being anywhere...
dead_osprey: I've never seen a beat-up Osprey flying in HL.
doctor: I believe this was the old Gordon Freeman, but attempts to open it lead to a crash, for some odd reason.
filecabinet: When did they need FILE CABINETS as MODELS?
floater: Another Xen sea/floating creature?
friendly: Not really friendly...probably designed for a monster. Interesting how if you look at the skin face.bmp, you can see "TED" on it, and how there's a vomit animation. Looks like some Doom3 monster to me...
gasbag: Apparently not human. The skin even says "xeno".
glassgibdirty: When did they even have a dirty glass texture?
hassault: Like the one in Sven-Coop, it's one of those grunts with a giant spin-up Chain Gun or whatever they're called.

That's only a few of them...I'll post more later.
Posted 19 years ago2005-04-06 18:31:30 UTC
in Falling pylon, which breaks? Post #102097
Actually, I'm not doing the CS version, but all you have to do is set up the bombsite and make it target the door when the bomb explodes. That attribute should be there.
Posted 19 years ago2005-04-06 18:18:14 UTC
in Falling pylon, which breaks? Post #102096
Go to my example map to figure it out. I haven't made it exactly your way though, but I'll get to that.

http://www.twhl.co.za/mapvault_map.php?id=2898
Posted 19 years ago2005-04-06 09:02:02 UTC
in HL - Random things u may not have known Post #102007
The briefcase had like a portrait of himself, a weapon (a pistol, I think), and maybe some laptop or electronic screen...
Posted 19 years ago2005-04-04 08:53:53 UTC
in Whats my age again? Post #101408
im the youngest so far. keep your hands off me ;)
Did you really think so? I'm 11. I'm not the only one, though. There's ministeve, who is about 10 or something. I don't remember.
Posted 19 years ago2005-04-04 08:48:14 UTC
in Late april fools? Post #101406
i think the autoshotgun and the damn awp and the autosniper need to break often. i would love to see the look on those faces of the awp using n00bs when suddenly their gun doesnt work :lol:
Actually, make them (the players) bend the link ejector chute more often when reloading. That way, it can explode in their face :lol:
Posted 19 years ago2005-04-03 23:14:14 UTC
in Words... oh the words... Post #101298
i lkei ot tae odohp
AHEM, read BL's post. You are scrambling all of the letters, not just the inside.

Bad Example: I elki ot tea hawveert uyo disa.
Good Example: I leik to eat wevather you siad.
Posted 19 years ago2005-04-03 13:06:55 UTC
in SOUNDS BAD Post #101154
I think he means:
...and chose this one: !SC_TRUST. I...
Posted 19 years ago2005-04-03 13:04:26 UTC
in Game-Over when killing a scientist. Post #101153
Actually, try the player_loadsaved instead. That way, it actually goes back to where you last saved and it fades before it loads. The game_end would actually go back to the splash screen.
Posted 19 years ago2005-04-03 12:57:18 UTC
in Return an item if thrown into a trigger Post #101150
I know this is TFC, but I have a few suggestions. I know it isn't exactly what you asked for, but here they are:

Try putting a func_wall over the spot where you shouldn't be able throw it. That way, it would just stop it from getting there.

Or if that wouldn't work, try a trigger_push near the unthrowable spot and set the direction to the direction away from the spot. There might be a "No Clients" flag, so if there is one, then you probably want to use that.
Posted 19 years ago2005-04-02 19:11:15 UTC
in SOUNDS BAD Post #100973
I haven't used scripted stuff, but try messing with the flags. Try "Interrupt Speech" or/and "Concurrent".