Forum posts

Posted 18 years ago2005-06-26 15:24:52 UTC
in env_funnel re-trigger? Post #117295
Hmm... Yeah, I don't think that there is a way to make env_funnels re-triggerable, but you could just create multiple env_funnels and make it seem like there the same one... somehow.
Posted 18 years ago2005-06-26 03:17:30 UTC
in a problem with scripted_sequences Post #117178
OK, I sort-of fixed the problem, now the grunt kicks the scientist in the face, causing him to keelover dead, and since your character is represented by the scientist, the screen goes black when he hits the floor. Thanks for all the help, and look for my mod, Half-Life: Retrieval, to come out sometime this year, I hope.
Posted 18 years ago2005-06-26 03:05:58 UTC
in a problem with scripted_sequences Post #117177
Hmm... there's no "Monsters" flag, only "Target once", "Start off" (which I have checked, because it's triggered), "No Clients", "FireClientOnly", and "TouchClientOnly". Now I'm really confused :confused:
Posted 18 years ago2005-06-26 02:55:59 UTC
in a problem with scripted_sequences Post #117173
OK, good ideas, but I do have him facing the scientist, he just fires his gun into the air for some odd reason. Also, I cant seem to make a trigger hurt do any damage to an NPC, but that might be my fault.

I'm going to go try it.
Posted 18 years ago2005-06-26 01:59:44 UTC
in a problem with scripted_sequences Post #117163
Hmm... well, thats an improvement, atleast he fires his gun now, but he compleetly misses the scientist... ARGH!!!! STUPID GRUNT!!!!!!! :x
Posted 18 years ago2005-06-26 01:51:48 UTC
in a problem with scripted_sequences Post #117162
No, and No. He is suppost to follow the scientist, whick he does, and then shoot the scientist, with his shotgun, in the face... thereby killing him. Although I might try that scripted_sequence to make the grunt fire.
Posted 18 years ago2005-06-26 01:42:21 UTC
in a problem with scripted_sequences Post #117160
Hello everybody, you probably don't remember me, which is OK because I haven't posted in a while, I've been working on my mod (yes, people do still mod of HL1).

Anyways, I have a small problem with a scripted sequence, during a cut-scene, I have a scientist who is running away from a grunt, he gets backed into a corner and then the grunt is supposed to shoot him, but he (the grunt) just stands there.

By the way, I'm using a trail of scripted sequences to make both of them move.

Any help would be appreciated. :zonked:
Posted 19 years ago2005-04-25 15:07:09 UTC
in Favourite quote!! Post #105835
HELLO!!!

I know I haven't posted in a while, i've been busy.

"Stupidity is like nuclear power; it can be used for good or evil, and you don't want to get any on you." -Wally, from Dilbert

"Only two things are infinite; the universe and human stupidity, and i'm not to sure about the universe." -Albert Einstein

"The important thing to remeber about culture shock is not to give it to a person flying a 10,000 pound rock." -Terry Pratchet as Rincewind

"42" -Douglas Adams

Some of these have probably been posted before, but i'm to lazy to check.
Posted 19 years ago2005-03-23 17:08:41 UTC
in Custom Gibs Post #98711
The bullet shell models are found in the pak0.pak file, called shell.mdl. the env_shooter property scale only works with sprites. Most sprites work with the env_shooter, unless they aren't square.
Posted 19 years ago2005-03-04 17:03:48 UTC
in 1337357 pet Post #95060
I have a turtle who can do one trick, If you lower your finger into his tank, he'll bite it, and he won't let go untill you actually lift him out of the water and swing him back and forth.

OWWW! :zonked:
Posted 19 years ago2005-03-04 17:00:15 UTC
in My Scathing Attack on Roman Catholicism Post #95059
AHHH HA HA HA HA!!!!

That was funny. Not bad at all, but the running sequence was a little long.

"SINNERS REPENT, YOU HAVE 15 SECONDS TO COMPLY!"
Posted 19 years ago2005-03-04 16:54:39 UTC
in HINT Post #95055
If you have an object with a special texture (eg ones that start with !, hint, or origin) on one side and a regular texture (or different special texture) on the other sides then you will get a compile error.
Posted 19 years ago2005-03-04 16:50:43 UTC
in Crates return to normal. Post #95054
You could use trigger_teleports and then make it so there is only one crate per room and they return to the spot they started, as to how you would trigger it... I have no idea. :confused:
Posted 19 years ago2005-03-04 16:46:01 UTC
in Lights suck Post #95052
If you have too many named lights vivible by the engine* at the same time, (I think It's like 4 or something) then the compiler will freak out and crash.

*these lights may not be visible by the player, but the engine can still see them.
Posted 19 years ago2005-02-24 17:29:14 UTC
in Stuff to map Post #93244
Sorry, I guess I forgot to put what game I map for. Please, HL1 maps only.
Posted 19 years ago2005-02-24 17:22:12 UTC
in Stuff to map Post #93221
I can't think of anything I would like to map, so if people would suggest things for me to create (reasonable suggestions, for god's sake I can't map the statue of liberty.) I might make it and upload it to the map vault.

please? :)
Posted 19 years ago2005-02-24 17:18:13 UTC
in Story Post #93215
lit John Kerry's false hair on fire, causing a massive...
Posted 19 years ago2005-02-17 16:55:05 UTC
in func_Water or func_wall not working Post #91282
Don't "slice" water, it can make some pretty bizzare things happen, just stick with nice, rectangular, bricks.

(mmm, Water Bricks, the water of the future.)
Posted 19 years ago2005-02-17 16:51:18 UTC
in What Kind Of Maps Are You Making? Post #91278
Scratch the scool idea, I got bored with it. I can only map something if I'm interested in it, and since my attention span is about the time it takes to open up hammer, most of my maps don't get finished. But I have one I'm really going to try to finish.
Posted 19 years ago2005-02-17 16:42:23 UTC
in Combine Soldier Post #91274
I was going to try and make one by slightly modifying a black ops soilder from OP4. I'll let you know if I finish it.
Posted 19 years ago2005-02-15 17:22:45 UTC
in Strangely Realistic UFO Post #90852
Yeah, I'm pretty sure someone used photoshop for that one...
Posted 19 years ago2005-02-15 17:20:21 UTC
in CS1.6 custom wad Post #90851
My God, I can actually use some of those, very good work! Thank you. :D
Posted 19 years ago2005-02-15 17:18:15 UTC
in Force shield... Post #90850
I don't think that the turret even has health. I'm pretty sure they are invincible, unless you are talking about monster_turrets, in which case I am completly confused. :zonked:
Posted 19 years ago2005-02-15 17:15:47 UTC
in Changing weapon models Post #90848
Which models are you importing, because only the models with the same names as those in HL will work as replacements. For instance, If you try to put in the pipe wrench (v_pipewrench, w_pipewrench, etc.) instead of the crowbar, even If you change the name, the models will not work properly. It's because the sequences don't match up. If you already knew that, please feel free to ignore me. :)
Posted 19 years ago2005-02-14 17:05:59 UTC
in Gargantua talk! Post #90519
Milkshape 3D is model edditing / creating software for quake, quake 2 quake 3 max payne Half-Life and many, many others that I am to lazy to post. Go look for it, if you care to spend the time on it, you can make some really nice models.

To bad it costs like $29.99

For the gargantua, you might want to edit the files under sound/monster/gargantua in the pak0.pak file. Then the garg will say different stuff, but the animations won't match up. It's a funny Idea though.
Posted 19 years ago2005-02-14 16:47:59 UTC
in Force shield... Post #90515
You could try making the turret outside of the wall, then put the func_turret controls behind the wall, where the player is.
Posted 19 years ago2005-02-11 17:33:49 UTC
in What Kind Of Maps Are You Making? Post #89744
I'm going to make a colledge/university themed map, with rain and storm effects outside, it's actually more of a mod and I shall call it...
Half-Life: Schooled
Posted 19 years ago2005-02-11 17:30:58 UTC
in Where ya from? how old r ya? Post #89741
Name : yo mama (not really you stupids, I just don't want to post my real name on the internet)
Age : 15.6
Location : The USA
Posted 19 years ago2005-02-11 17:28:25 UTC
in Your Top 10 tips Post #89737
Prefabs = Props ?

make things realistic, enviromental effects, while difficult, can really help to bring the map alive.

For instance, one of my maps will feature rain, lightning & thunder controled by the random strike time of the env_laser entity.

also, try not to steal things from other mods, It will make me sad.
Posted 19 years ago2005-02-11 17:23:25 UTC
in Language? You can't ALL speak englis Post #89736
Yes, yes you are, and so far and alone from your people. Really though, where do lithuanian people come from?
Posted 19 years ago2005-02-11 17:21:39 UTC
in History of HL (spoilers) Post #89735
Not bad as a time-line, but the part about the satelite you launched being a device to control the portal storms. I belive it was infact used to target the giant teleporter you used to go to xen near the end of the game, which is why the scientist you met just before "Blast Pit" told you to launch it, because the science team would need it to "get this whole mess under control." unless that scientinst was infact some evil agent of the combine... no, couldn't be, could it?

The G-man is an enigma, much like the smoking man from the X-files, you don't know who he works for.
Posted 19 years ago2005-02-11 17:07:42 UTC
in Language? You can't ALL speak englis Post #89732
Yo hablo espanol and I speak english.
Hola sachmo, me llamo Pyroclasm y tu tienes un gato grande en tus panalones. :P
Posted 19 years ago2005-02-11 17:03:18 UTC
in can you help me Post #89730
put a trigger_multiple around the teleport and set it's target to a player_weaponstrip this works for single player, I'm not sure about multi player though.
Posted 19 years ago2005-02-11 16:43:11 UTC
in I cant add sound to my map ? Post #89728
My maps do this to, I looked at it and the file needs to be 11,025 kHz, mono 8 bit. Also, make sure it's in your valve/sound/ambience folder, or it might not work.
Posted 19 years ago2005-02-10 17:35:11 UTC
in problems with func_conveyor Post #89506
Ah. Well, In the future I will be sure to check the tutorials before I ask a stupid question sorry to waste your time. :(
Posted 19 years ago2005-02-10 16:59:17 UTC
in problems with func_conveyor Post #89501
Hello, this is my first post on twhl, I am not what I would consider a noob, but I have a problem that I just cannot seem to fix. I created a custom texture using wally in order to make rain. Then I made my map, useind func_conveyors outside the windows to make the rein effect. The texture is called {rain and the properties of the func_conveyor are set to fx type: solid, fx ammount: 255 the texture is transparent, but the conveyor face will not move. Nor will the faces of any other conveyors with different textures from the half-life wad.

I am using valve hammer editor 3.5 with the 2nd fdg (that allows model viewing in hammer) and zoners custom build tools.

I know that was long-winded, but I would appreciate some help.
Thank you.