Forum posts

Posted 17 years ago2006-11-09 20:14:19 UTC
in HL2 Zombies (Freaky) Post #202364
This might prove usefull to me. Saying 'hello' in a most calm voice backward will sound like a blood freezing scream. Just listen: ollehhhh! :badass:
Posted 17 years ago2006-11-09 06:37:37 UTC
in trigger_push Post #202331
Check the name of the value in a diffrent entity(turn smart edit off, of course) and copy the name to the cycler entity(smart edit off) then type the value you want.
Posted 17 years ago2006-11-08 16:34:28 UTC
in game_player_equip Post #202294
The game entities must be triggered by the player themselves in order to work(button, trigger) or by a team master entity.(or something like that)
Posted 17 years ago2006-11-08 09:35:49 UTC
in trigger_push Post #202264
Try placing a thin nulled func_illusiounary with the volumetric light flag on. This way it will act as water and keep you off the ground. Don't know if it'll work, never tried it myself.
Posted 17 years ago2006-11-08 06:06:09 UTC
in trigger_push Post #202259
1) Use a multisource to disable the trigger_hurt. Type the name of the multisource in the trigger's master value. When the multisource is oporational so will the trigger be, and if the multisource is'nt so will the trigger wont work. Simple enough. But make sure you tick the trigger_hurt's start on flag, or else it wont work. The multisource starts initialy off so when the level will start the trigger will be disabled.

2) Use the cycler's pitch yaw roll value. If there is no such value then create one.
Posted 17 years ago2006-11-07 18:13:04 UTC
in The TWHL guys fights Post #202231
I haven't played DM for a long time. Mostly because I lag way too much, don't know when or where is everybody, even if they are next to me. I don't know when others are dead(I sometimes kill people but later find out it never got to the server, it was only in my own computer), heck I don't even know when I'm dead.(I can sometimes walk around for a minute then return backward suddenly finding myself lying dead where I was a minute ago. :
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-06 18:50:12 UTC
in The TWHL guys fights Post #202100
Of course nobody is there. Before joining make sure other people will join you.(using TWHL's IRC channel)
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-05 19:34:10 UTC
in Texture Help! Post #202041
If you own CS you should have them both. In the won(non steam) version they are found in the mod folder.(cstrike)

In steam they are found in the gcf files that can be found in steam/steamapps folder. You'll need to extract them with gcf scape(search for slackiller's programs in TWHL's link page) to steam/steamapps/<username>/<gamefolder>/<modfolder>
Posted 17 years ago2006-11-02 12:38:22 UTC
in help with (advanced) func_trains Post #201703
Multi-leveled elevators are quite hard at first. They demand that you'll know how to work with Trigger_changetarget. A very useful entity and here is a tutorial on it. The last one is about making multi-leveled elevators. It is important that you'll read the first two sections, they explain the basic use of the trigger_changetarget and a very important trick that'll help you with anything.

If you have any questions about the tutorial don't hesitate and ask them here. As soon as I'll notice them I'll answer them. I wrote that tutorial so I know how to use that entity. :)

As for the second question. Try using the func_tracktrain entity. It automaticly orienates with the track. It uses path_tracks instead of path_corners.

I was in the middle of writing a tutorial on that subject too, but lately I don't have time for anything, not mapping nor playing in computer games.
Feel free to ask me on that subject... Wait I'll copy a few of the sections of my tutorial, I hope it'll help:

[i]How to use the Func_tracktrain
1) First make the soilds the train is made of. Don't tie it to the tracktrain entity yet
2) Create a brush textured with the origin texture and make sure it's axis is in the place you want the func_tracktrain to rotate around, if you wont do it, the tracktrain will rotate around the map's origin(0,0,0), which would be really nasty.

3) Tie both the origin brush and the solid parts to a Func_tracktrain entity. This is one of the few entities that can have clip brushes tied to it along with the other brushes. This way you can block the player from falling or jumping out of the train in particular places.

We will come back to the train later, but first we got to create it's path.

4) Place a path_track in the place you want the tracktrain to start. The train?s starting location is determined by it?s first path_track not it?s position in hammer or the trains origin. To know where to place it first place the train it self at the starting point then place the path_track exactly in the middle of the train you placed.
5) Give your path_track a name, I named it path1. Copy the path's name in the tracktrain's first stop target value.
6) Place the other path_tracks. If you intend to make 90 degrees or higher curves then you should use more then one segment for the curve, and hence more then one path_track, each one above each end of segment, in order to make the tracktrain turn more nicely and smoothly.

7) Name all the path_tracks. In each path_track write in the next stop target value the name of the next path_track, and in the branch path value write the name of the previous path_track. It is important in case the train drives in the reverse direction.
If the path_track is a dead end and you can't continue onward or go backward don't fill the next stop/ branch path value.

Note: If you want the train to activate something when it passes a certain place use the path_track?s fire on pass or fire on dead end value.

Now we?ll finish with the tracktrain.

8) Apart from the ordinary stuff like giving the train a name there are a few values you should set.
  • Speed- The maximum speed the player can make a controllable train drive.
  • Initial Speed- The speed the train moves when the level starts, if you want it to start not active just set it to 0. This will be overridden by path_tracks? speed value and by the player.
  • Height above track- How high will the train be above the track.(in units)
  • Distance between the wheels- This affects how the train turns around.
  • Bank angle on turns- This value make the train sway aside on turns, really cool affect. The number you type into this value determines the angle it will sway.
The rest is quite self-explanatory. The Sound value determines which sound the train will sound when moving and the volume value determines how loud that sound will be.

9) Now for the flags:
  • No Pitch(X-rot)- ticking this flag make the train rotate only on the z axis(left/right), it will not rotate on the x/y axis.(up/down)
  • No user control- The player can?t control the train if this flag is ticked.
  • Passable- If ticked the train will not be solid.
That is all![/i]
Posted 17 years ago2006-11-02 12:19:10 UTC
in trigger_push Post #201702
The strength must be stronger then 1000 in order for it to push upward. Check my example map about the great leap. I encountered the same difficulty but then found the answer I mentioned earlier.

Another problem is that it doesn't push the player if he is on the ground. Lower the strength of the trigger in my example map to 1000 and you'll soon notice that if you hit the floor the trigger stops affecting you, but jump and it'll push you upward.

I tried func_firiction but it didn't work. Maybe an invisible func_illuosinary with the volumetric light flag on will do. This way the brush will act like water, keeping you away from the floor. If the push can push somebody while he is in the water it is bound to work... if not...
Posted 17 years ago2006-10-31 17:33:42 UTC
in Is this possible? (please answer) Post #201512
I'd use the triggercamera, although I hate these entities, so unpredictible. You can make some cool script accure while the player repels and make the camera follow a train as a target.

As for the ospray search the example map vault for highlander's ospray prefab, or check his profile.(you can find it using the search option)
Even if you don't want to use exectly the same prefab he made it may help you to build your own prefab.
Posted 17 years ago2006-10-15 14:22:03 UTC
in Game Quotes Post #199770
"Hello"
Posted 17 years ago2006-10-13 08:34:52 UTC
in The corrupt wish Post #199522
Granted, no homework, but a test every day.

I wish I lived in a barrel.
Posted 17 years ago2006-10-12 18:14:20 UTC
in The corrupt wish Post #199445
Granted, but you never mentioned in the contract it should be a brand new kavler helmet. The helmet is acient and filled with holes, infact most of it isn't intact. You a shot hit you in the head adn killed you in some battle... don't know when don't know where.

I wish I had 8 arms... just think of all the possiblities.
Posted 17 years ago2006-10-12 14:24:10 UTC
in The corrupt wish Post #199411
Granted, but your wish is so bad I dare not to speak of it.

I wish I didn't wish for anything! :P
Posted 17 years ago2006-10-12 14:08:22 UTC
in Ha, awesomeness Post #199408
You should try it with the third page of my own journal, what a mess! :)
Posted 17 years ago2006-09-23 16:21:30 UTC
in VHE and WF crashed ... Post #197320
I bet you are using Hammer 3.5 beta, and it's having problems rendering the models. I have no clue about what the problem is but using hammer 3.4 or an older version of the FDG file will solve it immidietly- since hammer wont render any models.

Don't worry Hammer 3.4 is nearly the same as 3.5, and it's FDG file only diffrence that it has no model rendering information.
Posted 17 years ago2006-09-22 17:36:24 UTC
in VHE and WF crashed ... Post #197219
Shut up guys, you don't even know him... you never met him outside the internet.
Posted 17 years ago2006-09-17 19:12:10 UTC
in Apache Crash Destination Post #196805
I know it's possible in spirit, not sure if in the original code.
Posted 17 years ago2006-09-17 19:10:18 UTC
in Xyos projects! Post #196804
I don't like the chrome textures in that corridor.(the texture on the arches and both side doors) It doesn't look real, it looks weird
Posted 17 years ago2006-09-17 08:32:47 UTC
in Can't shut up this fu----.... Post #196764
Nice solution but what if the player is sepposed to see them when they are silent? If it is so you can always place a monster_furniture instead of the monster and replace it when you want to. :)
Posted 17 years ago2006-09-17 08:30:06 UTC
in Killing entitys. Post #196763
Func_wall_toggle is also usefull. You can toggle it from visible to invisible(and vise versa) as much as you like.
Posted 17 years ago2006-09-17 08:27:49 UTC
in Half Life Mapping Quiz Post #196762
Trying to replace the pl_sounds. To be more precise the footstep sound.
Posted 17 years ago2006-09-16 20:30:40 UTC
in Half Life Mapping Quiz Post #196726
In your liblist.gam you have to set the "gamedir" to the name of your mod folder. Then all the sounds, models, etc. should work.
If I wouldn't done it the whole mod wouldn't work. The mod worked but the sounds didn't replace the original
Posted 17 years ago2006-09-16 16:35:17 UTC
in Half Life Mapping Quiz Post #196676
Opfor has a special entity called- Sprite_Train

My turn, my turn:

Who do i lik3 opn hmmr!!!111! :confused: :zonked: : :| :( :nervous: :tired: :cry: :roll:

Ok, ok just kidding:

How can I make a minimod/mod with stuff that replace the original game's stuff. Placing a file(.wav for example) in the mod folder(<modfolder>/sounds...) with the same name doesn't work.
Posted 17 years ago2006-09-16 03:07:57 UTC
in My current project: bar shootout Post #196615
Ok, I'll post it, although it's not as good as your new version, but it might give you a few ideas. It's layout is not completly the same like your old version because I didn't play the map, only saw the screenies.

Welll I'll finish the bottles, spotlights and a few chairs.
Posted 17 years ago2006-09-16 03:03:56 UTC
in [WIP][HL1] Xen Assault Post #196614
The grag ment that although he thinks that the lighting is cool(or something like that) you need to add contrast to it. Add a few light sources that will emmit a dim white/yellowish light, this way it'll look more intresting. Don't make them to strong or else they will destroy the whole mood.
Posted 17 years ago2006-09-11 13:16:59 UTC
in My current project: bar shootout Post #196290
Amazing improvment, so diffrent from the original. No need for my help, even if the map is nearly finished.(only the spot lights left) I don't like mine anyway, I stuck by your layout so it's not mine. Now I'll finish my own projects.
Posted 17 years ago2006-09-10 16:49:40 UTC
in Hammer crashes when map is opened Post #196231
If you can't open it in 3.5 try using 3.4, it's nearly the same as 3.3 and 3.5.
Posted 17 years ago2006-09-10 16:45:28 UTC
in Black Mesa Complete-comming late 2007 Post #196227
15. Why not?
Posted 17 years ago2006-09-10 15:47:27 UTC
in Avatar's Not Displaying Post #196205
Hunter thats all plain non sense. It happened to me too. The thing you mentioned only happens because most people use firefox.

Lets not turn this into a opera better then firefox or vise versa thread. They are both good, just a matter of personal taste. :tired:
Posted 17 years ago2006-09-10 15:44:40 UTC
in Grenades and sounds Post #196204
How do you know? :
He didn't mention it in the post.
Posted 17 years ago2006-09-10 12:04:45 UTC
in Black Mesa Complete-comming late 2007 Post #196184
Will this mod be before the desaster or after it? Or will it be both.(first make the non destroyed facility then destroy it)
Posted 17 years ago2006-09-10 11:55:01 UTC
in Grenades and sounds Post #196183
I think that if you place a monster_grenade it will only apear when you trigger it, just like the monster_grunt_repel. It's worth a try. :)
Posted 17 years ago2006-09-09 16:31:28 UTC
in HL2 Wads/Fog Post #196093
1. Rimrook made one, check his journal, I think he posted a link in there.

2. Spirit of Half-life(a Hl1 mod) has it, you can use it if you like.
Posted 17 years ago2006-09-09 15:58:41 UTC
in env_blood color not working. Post #196089
Just place many blood decals around the bottle and give them a name like wined1. Make the breakable target the decals.
When the breakable breaks the decals will apear. It'll look like liqure in the bottle splashed on the floor, not just disapeared.
Posted 17 years ago2006-09-09 13:45:28 UTC
in env_blood color not working. Post #196071
In Hl1 the blood will always be white, they fixed it in spirit though.
Just target the decals, like I did in this map:

User posted image
Ruled by insanity By Myself


If you give a decal a name it will start initialy off.

As for your bar map, I stopped for a short period but now I shall return and finish it, it's nearly done. All I need to do is add all the small detail. :)
Posted 17 years ago2006-09-09 10:27:59 UTC
in questions? Post #196054
All the .wav files can be found in the mod directory/sound folder. If you have steam then they are found in the gcf file. All sentences are listed in the sentence.txt(also in the mod directory) read TWHL's tutorial if you want to know how to use sentences from the sentence.txt.

The sentence text can also be used in an env_speaker to make announcments like in Hl1.
Posted 17 years ago2006-09-09 08:31:41 UTC
in Paths not found and what not Please help Post #196046
Use ZHLT to compile your maps, it'll be easier to find explanation on errors that way, most people in here use ZHLT and hence they only know how the errors are called in it and don't know how they are called in the defult tools.
Posted 17 years ago2006-09-09 05:05:38 UTC
in Zipping Programs Post #196037
I prefer Winace. I don't know if it's better then winZIP and winRAR in compressing files but it can create and open so many kinds of archives, including .ace .rar .7zip and .zip

As for compressing, it's good, maybe very good. If you want it just to compress .rmf/.vmf .map and .bsp files then it's the best. It compresses a 10mb .rmf to an approximetly 0.5mb zip.

You can get it in here. It says that winace is a shareware but I had it for a year already, thats far beyhond the elaluation period.
Posted 17 years ago2006-09-09 04:59:15 UTC
in Hammer compiles wrong map!!! error. Post #196036
It happened to me once!

I was using hammer 3.5 beta for the first time. Hammer compiled a diffrent map then the one I wanted it to. Only it never compiled the right one.

I found out that the problem was that I used an old version of ZHLT, I think it was older then 2.5.1. When I updated to a new version it worked!
I don't know if it'll help you but maybe you should update/downgrade your ZHLT compiling tools. :
Posted 17 years ago2006-09-09 04:47:12 UTC
in Where are my files???!! Post #196035
GCFscape is a much better program for exploring GCF files. It can be found in slackiller's programs web site(search TWHL's link page)
Posted 17 years ago2006-09-08 17:14:49 UTC
in Teleporters Post #195993
Using trigger_changetarget to change a teleporter's destination

Simply make a trigger multiple around the teleporter(make it a bit larger) and make it target a randomizer.(that thing Darkpheonix talked about, works hevenly) The randomizer will target trigger_changetargets, each one will change the teleporter's destenation to a diffrent one.
Check the unofficial example map on changing teleporter's destenations, link in the end of the tutorial.(by unbreakable) That example map will help you in some aspects- when you enter a teleporter it's target changes.
Posted 17 years ago2006-09-08 17:07:31 UTC
in questions? Post #195992
1. Scripted sequences, lots of them and placed with great care.
You shouldn't start with advenced scripting like that before knowing the basics.
However I'll give you a few advices about scripts-
  • When making a script/aiscript target something it will trigger it when the script is done, this can be very usefull.
  • When you want to make a monster switch between animations, like making a zombie eat a corpse and when you get close to it get up, you must first turn off(trigger it again) the first script then after 0.1 seconds trigger the second script.
Don't make the delay between the scripts lower then 0.1 or else it'll cause problems. I know it sounds silly, but trust me. The script normally searches for the monster every 0.1 seconds. If the delay is lower then the last script will still be oporational and the new script wont work. It'll wait for another 0.1 seconds untill it will be able to work properly. This extra delay results in the zombie first zapping to it's feet then back to the first position and only then stand up slowly like in the animation.
It'll look nasty, I promise.

2. Game_text

3. Scripted_sentence
It's a very trouble making entity. Many time scientist wont talk for no good reason but if I change the monster the script targets and the sentence it uses it works perfectly.
Posted 17 years ago2006-09-08 16:40:15 UTC
in Landmines - but not in tutorial... Post #195987
User posted image
Destroyable Mines By Elon Yariv


In Hl1 you can use a shotgun to destroy the mines. I can't think of a way to make it destroyable only with explosions.

I think I know how to make it be hard to hit the mine with bulltes so hard that it's nearly impossible.

Make a mine using the way the tutorial shows. Make a 1 unit invisible(null texture) breakable in the middle and give it a 1 health value and tick no flags. Make sure the explosion and env_shooter aren't repeatable. Make both trigger_once and breakable target the explosion sequence.

This way it will be easy to destroy the mine with explosives but hard to find the breakable and shoot it with bulltes.
Posted 17 years ago2006-09-04 11:30:44 UTC
in Steve Irwin Dies Post #195586
User posted image
Poor Crocodile, how evil of him. Isn't that guy that idiot that always sits and hugs crocodiles for no aperent reason?
I alway hated those guys, whats their problem? I don't believe that they are intrested in studying the animals. Just in tagging them. :P
Amazing man who cared for animals more than anyone else in the world.
Don't know, infact I hardly think so. He probebly just liked catching them, it's like a game, a dangerous one.