Forum posts

Posted 17 years ago2006-07-02 21:45:40 UTC
in Cybernations. Post #188129
Heck... my event was terrorists blowing up stuff!

Thanks DarkKilauea! :)
Anybody care to trade fish and aluminium for something? I'm only trading with only one nation and it certianly is a whooper.
Posted 17 years ago2006-07-02 10:13:59 UTC
in Cybernations. Post #187957
I'll love you very much if you'll give me money! I only have 30 yen, spent it all on infracture(1.24) and land.(1.5 mile... and the population density is 70 people per mile)
Posted 17 years ago2006-07-02 05:03:09 UTC
in Cybernations. Post #187913
I'd love to help you pepper, and you are quite close to me(I'm on the edge of the island eastward to you) but heck, I only have 60 yens and 13 soilders. :nervous:
I think you are the country that fights against that war mongering country that I read about in my govorment's policy.

Well... will 3 soilders be of any help?

My map is quite empty, I can only see my nation, are there many nations in my area?
Posted 17 years ago2006-07-02 02:30:28 UTC
in 101 Uses for the Salad Spinner Post #187895
19) A prison.

20) A cage.

21) A toilet sit.

22) A bathtub.

23) A blackboard- flatten it first then use a chulk to write on it!

24) A bed.

25) A bowl.

26) A shirt- use two boxes for that, one for the front part and one for the back.

27) A wagon- attach horses to it.
Posted 17 years ago2006-07-02 01:56:32 UTC
in Cybernations. Post #187893
Nation name: Caco Land
My name: Elon yariv

And it's a pretty backward nation too! I'm in solomon islands.
Posted 17 years ago2006-07-01 22:12:28 UTC
in custom sounds in maps dont work Post #187869
There is a flag called 'start silent'. If you don't tick it the sound will start from the begining of the level, no need to trigger it, infact don't give the entity a name.
Posted 17 years ago2006-07-01 22:10:21 UTC
in Friendly Music Debate Post #187868
Saying all hiphop/rap sucks is like saying all maps starting with the letter d sucks.
Of course they all suck! Here is a list of some of those horrible D maps:

De_dustlolz1337
Dumster3000
De_astecNknifez
De_cuberokzor1337
De_1337
De_rofl1337
De_dustpwn
Dkillbox
Dkillbox2
De_dust1337l33t
De_office1235789
De_nuke1337lolz
De_cube3000
Dgoodmap
Dbadmap
Duglymap

Now back to topic...

There has been a slight change in my taste, I now hate heavy metal, trash metal and all those stupid ganres.
Posted 17 years ago2006-07-01 21:54:30 UTC
in custom sounds in maps dont work Post #187866
Don't check the 'is not toggled' flag. Is not toggled=Is not looped
Posted 17 years ago2006-07-01 20:15:31 UTC
in custom sounds in maps dont work Post #187860
Where do you place the sounds? Place them in <modfolder>/sounds.
The directory in the ambient generic's '.wav name' value shouldn't be the full one- "C:.....<modfolder>/sounds/<wavname>.wav"- it should be only "sounds/<wavname>.wav".
That will only work if you'll place them in the right directory.
Posted 17 years ago2006-07-01 10:20:21 UTC
in Multisource Post #187801
Not complicated at all.
Posted 17 years ago2006-07-01 08:25:56 UTC
in Multisource Post #187786
What about remaking the entities their master is the multisource?
Posted 17 years ago2006-07-01 07:21:10 UTC
in Multisource Post #187783
You used the same map you used in spirit? If so just remake those multisources. Spirit changed the code and fgd so the opfor fgd don't have the same values as spirit has.

That error means that something has a master thats not a multisource or team master.(or that the entity listed in the master value doesn't exist)
Posted 17 years ago2006-07-01 01:22:27 UTC
in mapping sounds help Post #187732
No need to put Hl.wad and zhlt.wad in the res file. ZHLT is included in the map by defult and everybody who plays this map probebly already have the Hl.wad.
Posted 17 years ago2006-07-01 00:58:05 UTC
in Multi-manager? Post #187730
Haha, I have the same problem! The weird thing the ambient wasn't even triggered, I forgot to trigger the multimanager that targets it. I now targeted that multimanager and compiled.
Posted 17 years ago2006-06-30 20:26:12 UTC
in Multi-manager? Post #187691
Then he'll need to include the sound with the maps. Do as slayerA said.

Is not looped? Get a newer version of Hammer(3.4/3.5) and get their FGD files too, don't use old ones. In newer versions it's called is not toggled... unless you use spirit.
Posted 17 years ago2006-06-30 19:16:15 UTC
in Testing Post #187679
This happened to me once when I used Hammer 3.5 with an old version of Zoner Hl compiling tools. They worked fine with Hammer 3.4 so I figured I had to update to a newer version, and it worked!!

It was a long time ago... maybe before I was registered, I think I updated to ZHLT 2.5.1 but now there is 3.4 so it's better to use it. :)
Posted 17 years ago2006-06-30 19:12:04 UTC
in Finally its working :) Post #187677
Great, how did you manage to fix it?
Posted 17 years ago2006-06-29 12:10:03 UTC
in Kasperg Projects! Post #187480
I ment that they are not prefixed, like in your last map.

EDIT:

Shit I doble posted! Sorry, my mistake.
Posted 17 years ago2006-06-29 12:08:35 UTC
in Kasperg Projects! Post #187479
Liquid Gold? Need a texture? I'm your man! :)
Posted 17 years ago2006-06-29 11:33:54 UTC
in Changing a disc's name Post #187476
Thread thief! :furious:
Posted 17 years ago2006-06-29 10:27:23 UTC
in Kasperg Projects! Post #187465
Hmm... pushable models with Hl1... might be possible... I'll check my idea...

Edit:

Coin texture:
User posted image
You can create nice piles of golden coins with this, great for a tresure room.

If you intend to use electric lights for this map like you did in the last one then I have a nice sound you can use. A low hum sound that comes from a lightbulb. If you want I can send it to you. I also have some cloud textures and spider web textures. I can send them through Email if you like.

If you intend to use electric lights then you shouldn't use only prefixed light spots, try using some light sources that can be moved... I'll show you what I mean...

Edit #2:
User posted image
Posted 17 years ago2006-06-29 10:23:24 UTC
in Sweet mother of God... Post #187464
Sigh, why make it that smooth? 4 or three segments will do fine, no need for 3000. Post a screeni in wireframe mode, that will be more helpfull to people.
Posted 17 years ago2006-06-29 08:30:45 UTC
in Changing a disc's name Post #187447
Yes I think I checked it...

Edit:

Nope, it's not multisession.
Posted 17 years ago2006-06-29 07:03:02 UTC
in Changing a disc's name Post #187436
I just burned a CD with Nero startsmart and I forgot to change it's name. Now it's My disc. How can I change that name now? Sorry for the silly question, I know very little of computers and this is quite important to me.
Posted 17 years ago2006-06-28 07:47:10 UTC
in Yet more problems Post #187294
No rednik, these are the ones I wanted to see. The problem is with hammer not with the game or the game configurations.

Edit:

Nothing special, maybe you should lower the undo level. Lower it to 20. I don't think you'll need 20 undos but you might. High undo levels are a cause a many problems. Mostly lag.
Posted 17 years ago2006-06-28 07:44:33 UTC
in Mechanisation of brushes... Post #187293
Haha, merging the fgd files wont help you at all! :biggrin:

The fgd files are just files hammer uses to view entities. They have no importence to the game al all. Some mods don't come with them at all and work perfectly.

The game uses the Dlls found in the dll folder. You have to edit those Dlls in order to add costum code. In order to edit them you need to open the mod's source SDK with a C++ program. Opfor's source SDK was never released so you'll have to remake the code if you like to mix it with the spirit code.

If you don't intend to make a big mod out of this then I suggest that you'll choose either Opfor or either spirit, not both.
Posted 17 years ago2006-06-28 07:36:30 UTC
in 101 Uses for the Salad Spinner Post #187292
53) A chain saw.
Posted 17 years ago2006-06-28 05:24:06 UTC
in Sweet mother of God... Post #187274
0.5=0.50

0.005= 5:1000
0.05= 5:100
0.5= 5:10
Posted 17 years ago2006-06-28 05:07:40 UTC
in Sweet mother of God... Post #187271
Jimmi, that computer of yours isn't that bad so it's not a good example in this case. 1gig of ram is good, and for Hl1 it's over the top. There is very little wonder that it works on your computer.

Edit:

If he scaled down the textures to 0.5 then he is a greater fool then I thought he is. Rimrook can do better. I've seen him do similar things but less high poly, that means that there is a chance rimrook can do the things you see in the map with very little problem, and better.
Posted 17 years ago2006-06-28 04:44:10 UTC
in Sweet mother of God... Post #187265
(Just Kidding elon, but seriously :P )
What the heck are you atalking about, rowleybob? Did you mix me with srry?

He must have used 32 segments for each arch! Thats just the stupidest way to make a map unplayible, He could easly reduce the wpolies to 1000 if he only used 8 segments.
Posted 17 years ago2006-06-27 22:06:00 UTC
in Sweet mother of God... Post #187208
That part isn't that hard. :lol: I can remake it if I like very easly, the problem is thinking on that!
Posted 17 years ago2006-06-27 20:19:49 UTC
in Mechanisation of brushes... Post #187194
I'd rather use func_rotating_doors for the legs, kasperg, unless you want them to spin around like a fan. Use spirit for this mod, since it's a mod you wont have any problems using it. Just make the parts move with the others.

BTW: Spirit is for Hl1 only, non of it's mod will work with it without extra coding.

If you really don't want to use spirit then the best solution will be a model. If you have no problem with extra code then this way is even better then using spirit!
Posted 17 years ago2006-06-27 20:10:56 UTC
in Any Help Appreciated Post #187193
The start on flag means it will start spawning right after the level is loaded. You probebly don't want it so untick the flag. The monsterclip flag means the monsters created by that multimanager will be blocked by the monsterclip entities. The cyclic flag means after the maker spawned once it will spawn again untill all it's monsters are gone, This has no affect since it may spawn only one monster. ;)

So as I understand, apart from the replacemant of the monsters, you want a message to show up after the item is picked and after you pass a certian doorway, is that right?
I'll tell you what you need to do!

Give all the "prisoner"(friendly) monsters the same name. Copy that name to the items killtarget value, and now all the monsters will disapear as soon as you pick up the gun. Make the gun target a multimanager. That multimanager will target with no delay(0) the first game_message(not sure of the name, but choose the game entity, not the env_message) and maybe an ambient Generic that will play some nice little beep or some other kind of sound when the gun it picked up. That multimanager will also trigger all the monster makers, make sure they all have the same name.

For the second message you'll need to use a multisource or a trigger_changetarget, since you don't want it to work untill you take the item. Here are the two simplest ways to do so:(the second one is simpler)

1) Make the multimanager target the multisource. Copy the multisources name to the message entity's master value. After you'll pick up the weapon the multisource will be switched on and the message will now work when triggered, but wont work before the gun is picked up. Make the door target the message and you're done.

See the second way to do it, it's simpler, but alas the trigger_changetarget is overlooked by most mappers. It's a very usefull entity.

2) Don't make the door target the message at all! Make the multimanager target a trigger_changetarget. That tigger will target the door and in the newtarget vaule write the name of that message entity. When the item is picked the trigger_changetarget will change the doors target a newtarget, the message.
Posted 17 years ago2006-06-27 14:19:44 UTC
in Any Help Appreciated Post #187154
Don't use trigger_once, make the weapon killtarget the monsters and target the monstermakers! Just like I did in this map, only with an item_suit.

Edit:

In this map I made a mechingun trigger a cople of repeling grunts! Check the small cave with the vains and headcrabs!
Posted 17 years ago2006-06-27 13:58:42 UTC
in Yet more problems Post #187151
Post your hammers configurations. Everything in the tools-> option window! I think something in there might be the cause of the problem. Since the configuration only apply to one user only(at list on my mechine) you might have done something wrong on your user and didn't repeat that error on your brother's.
Posted 17 years ago2006-06-27 03:51:35 UTC
in FPS Banana TWHL Studio Post #187083
I'll register as soon as I'll finish some maps.
Posted 17 years ago2006-06-27 03:45:51 UTC
in Argh... video clips? Post #187080
You play too much in RPG games, little Kilauea.
Posted 17 years ago2006-06-27 03:42:38 UTC
in mini mod Post #187078
They are in the .GCF file. Use GCF scape(links page) to extract them from the .GCF file.
Posted 17 years ago2006-06-26 00:20:26 UTC
in Keeping width issues. Post #186927
Worldcraft dude. Before cliping always press the o key while your mouse is above a 2D view window. Then you'll be able to see the position of the the new verticals and if they are off grid.
Posted 17 years ago2006-06-26 00:14:55 UTC
in Any Help Appreciated Post #186925
2)If you pick up the items in one map (with good monsters) and then transition to another map (with the bad monsters) you can have this happen. If you really want it all in one map, you can tediously target each and every monster in the map with a multi_manager and teleport them into a room far away, and then spawn in evil monsters when the player walks over an item.
Instead of changing the level you can just kill all the monsters(killtarget value) and afterward spawn monsters that are not prisoners using monstermakers.
Posted 17 years ago2006-06-25 19:57:08 UTC
in My first Gmod comic Post #186871
You could have made the second one a bit more funny. Instead of the Gman's job is staring at computers, make it staring at people... but thats a bit old... isn't it?
Posted 17 years ago2006-06-25 19:53:01 UTC
in How did you find TWHL? Post #186869
Can a mod please close this thread... I have a feeling this might turn into a flame-spam thread.
Posted 17 years ago2006-06-25 19:46:57 UTC
in AIScripted_sequnce/Scripted_sequence Post #186868
You need to fake it or just use spirit of Hl1!

Fake: Make the grunt play the animation without the explotion. Make the script entity target with a delay of a few seconds an env_explotion thats placed on the window. If the grunt still fires the grenade just like you described make him play a shoot bullte animation a few times(use multimanager to trigger the script about 3 or 4 times) and then make the window break.

Spirit: Spirit has an amazing new entity that can make monsters do any action you like. I.E: shoot/throw grenades/bulltes, jump...ect This way you can make the grunt lunch that grenade on the window with out any problems and it will look better then the fake version because this one is real.
Posted 17 years ago2006-06-25 11:13:55 UTC
in Time Delayed Teleport Post #186825
On 09 Feb 05 at 17:23. :P
Posted 17 years ago2006-06-25 02:36:29 UTC
in Time Delayed Teleport Post #186781
And I got an idea from minimicus on how to make rocket lunched from a particular spot! I think you used a func_tankrocket that shoots at the player that was just behind the camera, aint I right? Anyway, it good for camera sequences and I'll include it in my latest example map. I wonder how the camera will work... it's my first time, although that I know pretty much about cameras from helping other people.. :
Posted 17 years ago2006-06-24 19:36:38 UTC
in Yet more problems Post #186754
I seggest that you'll just use your brother's user, if he doesn't care. Tell him you can run a certian program only in his user, I'm sure he'll allow you.
Posted 17 years ago2006-06-24 19:33:51 UTC
in Yet another mapping query... Post #186753
Whats the name of the sentence again? (the capital words exmp: SCI_NO(just an example, didn't check the sentence text)) You need to write that down in the sentence name.
Posted 17 years ago2006-06-24 12:13:10 UTC
in Low poly Ford Sierra Post #186701
Nice car, still it needs better textures. The front lights shouldn't be all white.
Posted 17 years ago2006-06-24 12:07:50 UTC
in Scripting commands? Post #186695
Jimmi, for the texturelight entity and compiling parameters you can just include them in the fgd since they are only connected to the editor, not to the game.

Other entities that have an affect on the game it self, not just the compile, needs to be coded into the game's Dll. For CS the matter is abit more complicated, the source code was never released.
Posted 17 years ago2006-06-23 21:46:36 UTC
in Time Delayed Teleport Post #186632
The first example map in the vault is about this, rowleybob!

Edit:

User posted image
Delayed Teleport By SlayerA