Forum posts

Posted 19 years ago2004-04-30 15:55:09 UTC
in A problem with tracktrains Post #24695
I have a weird problem whenever I try to make a func_tracktrain. The train simply vanishes when in-game:I set up all the path_tracks, and everything seems to be ok, but when I run the map the train does not exist at all (although if I give it a sound,you can hear it). I have checked the tracktrain example map, but still, for some reason I cannot get my own tracktrains to work. Thanks :)
Posted 20 years ago2004-03-13 07:50:10 UTC
in Stopping Scis Post #19213
I noticed sometimes in Half-Life if you lead a barney/sci to a certain point they will say "I refuse to take another step!" or something and not go any further. I wanted to do the same thing in one of my maps, to stop a sci walking into a certain hallway. Could someone please tell me how to do this? Thanks in advance :)
Posted 20 years ago2004-02-11 15:26:16 UTC
in AI problem Post #16004
Nope. Can't get it to work. Any suggestions? :
Posted 20 years ago2004-02-10 16:42:12 UTC
in AI problem Post #15929
Maybe. I'm using monster_generic because I've reskinned some models and its the only way I can put them in the map. I'll experiment a bit more and see if I can get it to work...
Posted 20 years ago2004-02-10 13:56:01 UTC
in AI problem Post #15911
I am currently working on a small map, in which I am trying to get some snarks to attack a couple monster_generics. I have three "pipes" which trigger the monster makers that spawn the snarks. Then the snarks just walk about. If I go into the room using noclip (there is a window stopping the snarks from attacking you) the snarks suddenly attack me. Then if I go back into the other room again, the snarks attack the monster_generics like they're meant to. Does anyone know any way to fix this problem without using Spirit? Thanks :)
Posted 20 years ago2004-02-05 17:34:18 UTC
in Model support .FGD Post #15390
Thanks, it works now! :)
Posted 20 years ago2004-02-05 13:52:16 UTC
in Model support .FGD Post #15350
I recently restored my entire PC, to get rid of all the rubbish that was on it. Before the restore I had Hammer 3.5 and the HL model support .FGD installed, and it worked. Now I have reinstalled Hammer 3.5 and the model support .FGD. For some reason the models still are just blue blocks, and I can't seem to fix it. :( The .FGD I'm using is called halflife.FGD and I got it off of the VERC site. Does anyone know why this might not be working? Thanks :D
Posted 20 years ago2003-12-08 16:36:34 UTC
in Func_train problem Post #6987
I cannot get any sort of func_train to work in my maps, although I do not understand why. I have also tried using func_tracktrain but that didn't work either. It's strange I have everything connected together as it is meant to be (I think) but the train doesn't move at all when triggered/used. Another odd problem I had in a different map was that the train suddenly appeared almost upside down at its last path_corner, without "moving" at all. Could someone help please? Thanks :D
Posted 20 years ago2003-10-29 18:19:39 UTC
in Uplink Machine Gun Post #3592
In HL:Uplink there was a heavy machine gun turret that you could use to kill some grunts. I am trying to create something similar in the mod I'm making. I used a func_tank but when I use it it just suddenly moves forward extremely quickly, sometimes "crushing" me, or it just won't fire. I can get stuff like func_tanklasers to fire right (without sound) but the func_tank dosen't do anything when I fire it. Thanks everyone. :)
Posted 20 years ago2003-10-21 15:27:55 UTC
in Spheres Post #2990
I am trying to make some sphere shaped objects for a possible competition entry. I've tryed to use Vertex Manipulation but I always end up with an invalid solid structure. And it looks rubbish anyway. Does anyone know a way to make spheres without making new models? Thanks. :)
Posted 20 years ago2003-10-14 08:12:00 UTC
in Map doesn't compile Post #2633
As I still am working on The Portal's first map, I went mad when it suddenly wouldn't compile! It starts compiling and gets to LeafThread, then the whole thing just freezes! NOOOOOOOOO! Please help! :(
Posted 20 years ago2003-10-06 08:02:40 UTC
in Speech Post #2242
I changed the sentences file and changed the c1a4_sci_rocket to iwounded2-but he still says the old sentence :( . What do you mean by "in the scripted_sequence properties have a ! before the sentence name?", I can't find a sentence name box at all-do you mean a scripted_sentence? Thanks :)
Posted 20 years ago2003-10-04 11:32:55 UTC
in Speech Post #2165
Sorry I keep asking so many questions but I have this problem. On HL:Uplink there was a part where you found a dying sci who said:
"Well I seem to be seriously wounded" before he died. I have tried to put a wounded sci in my map, and tried to make him say some sentence before his death. For some reason though he can only seem to say "Fire the rocket engines, destroy the damn thing before it grows any larger"Does anyone know anyway to override this and play a different sentence? I am using a scripted_sequence. :)
Posted 20 years ago2003-10-04 08:27:59 UTC
in See-through grates. Post #2159
Thanks! :D
Posted 20 years ago2003-10-04 07:56:32 UTC
in See-through grates. Post #2154
This is probably a silly question but how do you get rid of the "invisible" blue bits of texture in see-through grates and stuff? Thanks :)
Posted 20 years ago2003-10-03 15:42:15 UTC
in func_train problems... Post #2099
I can't get func_tracktrains working either-in my mod I was trying originally to make a func_train that would crash through a wall when you jumped on it. I can never get func_trains to work-It had an origin brush and everything but for some reason it just appeared at its last path corner at the start of the map. My func_tracktrains just won't move either... :( :(
Posted 20 years ago2003-10-02 14:47:17 UTC
in Desert Soldiers. Post #2054
Decided changing my avatar to the Desert Soldier Skin was the easiest way- My old one was rubbish anyway! :D
Posted 20 years ago2003-10-01 13:16:10 UTC
in Desert Soldiers. Post #2000
Nope :( -how do you actually do this?-Does the picture have to be on another website?
Posted 20 years ago2003-10-01 13:14:50 UTC
in Desert Soldiers. Post #1999
Hopefully the image will display (never tryed to use it before) [img]http://cariad.netfirms.com/twhl/DESERTSOLDIER.jpg :)
Posted 20 years ago2003-10-01 08:40:06 UTC
in Mod problem. Post #1961
Works now it was the .FGD. I just put in an old one and it suddenly worked again :). And I agree with Vassy-that HEV suit music is cool :cool:
Posted 20 years ago2003-09-30 13:29:23 UTC
in Mod problem. Post #1911
Yeah-I've got the new model support FGD.
Posted 20 years ago2003-09-30 13:09:45 UTC
in Mod problem. Post #1903
It has suddenly started working again-very odd : . Sorry to ask so many questions but ever since I upgraded to Hammer 3.5 the trigger_cdaudio point entity has been replaced by the target_cdaudio,and now suddenly no music I want to play will play :( . Does anyone know why this is? Thanks for all the help so far everyone! :D
Posted 20 years ago2003-09-30 10:36:25 UTC
in Mod problem. Post #1897
Fixed leak, thanks! :D Hmmmmm. Just now I upgraded Hammer up to v3.5 beta. I also downloaded the new HL .fgd. Suddenly The Portals first map is pitch black,except for the sky. There is a light in the level,but for some reason it's still completely dark. Is it the version of Hammer I've got or is it my build configuration? It seems I always have something trying to halt the process of the mod actually getting built-2 days ago I got the leak, yesterday I hurt my back, and now this! Please help!
Posted 20 years ago2003-09-28 14:45:45 UTC
in Mod problem. Post #1806
Tempted to give up on The Portal already-my map has got a really tiny leak I can't find anywhere! DAMN LEAKS! ARRRRRRGGGGGGGGGHHHHHHH!!!!! :x :x :x :x :x
Posted 20 years ago2003-09-28 12:51:23 UTC
in Mod problem. Post #1803
Sorry last post was me. Don't know why it came up as Anonymous...
Posted 20 years ago2003-09-28 04:01:05 UTC
in Mod problem. Post #1775
My mods liblist.gam file is set up right, but the labels still haven't changed. There was one question I forgot to ask in my first post-does anyone know how you disable buttons on the menu-like CS did with the New Game button? I'm thinking of disabling the Multi Player button on The Portal. Thanks.
:)
Posted 20 years ago2003-09-27 14:01:19 UTC
in Mod problem. Post #1752
Recently I read Vassy's excellent Setting up a mod:pt 1 tutorial and completed it. I then went to 69th Vlatitude and followed some tutorials there about making custom Mod menu art. I finished that and now have a custom menu. I would really like to know how to change the descriptions to the left of the buttons though-my mod is called The Portal and I want for example the writing next to the quit button to say "Quit Playing The Portal" instead of "Quit Playing Half-Life". I have copied the CS strings.lst file and placed in my mod folder (theportal) and I have edited the lines in it to my needs. For some reason though the description just says the normal HL things. Could anyone help please?
Posted 20 years ago2003-09-26 11:59:07 UTC
in Game Crashes when I play my map Post #1696
To find invalid solids I go to map/check for problems. Then if there are any problems such as invalid solids you can just click on them and click fix or fix all of type. Hope this helps! ;) :D
Posted 20 years ago2003-09-21 15:28:07 UTC
in High Definition Problem Post #1524
Thanks for all the help everyone so far it works! Thanks again! :D :D :D
Posted 20 years ago2003-09-21 11:51:55 UTC
in High Definition Problem Post #1519
Just uninstalled everything to do with HL except for Hammer Ed. I'm going to see if the pack will run with just BShift installed.
Posted 20 years ago2003-09-21 10:07:05 UTC
in High Definition Problem Post #1517
As usual no results. It says the content is already High Definition-but it isn't. I have Dr. Rosenburg as one of the HL intro scis but apart from that everything is normal. :(
Posted 20 years ago2003-09-21 09:23:31 UTC
in High Definition Problem Post #1514
I have copied all of BShift's models into the valvemodels section. For some reason though the models still haven't updated. Also I looked in BShift's paks with PakExplorer. When I opened the Bshift models I extracted though, they were all the same as HL's. Does anyone know why this is? :|
Posted 20 years ago2003-09-20 16:24:36 UTC
in High Definition Problem Post #1478
I'm not sure if anyone would be able to help about this, but I keep getting this very irritating problem when running the Blue Shift High Definition Pack. I bought Blue Shift when it first came out. I then installed the High Definition Pack and for a while I was very happy. Then one day I had to reinstall HL and when I played it again the High Definition Pack wasn't working. I reinstalled the Pack again but still nothing has happened. I've tried installing the original content and then reinstalling the Pack but it still doesn't work. Could anyone help please? I've had this problem for ages and it's getting very frustrating!
Thanks. :D :) : :| :( :x
Posted 20 years ago2003-09-20 14:08:16 UTC
in model making? Post #1472
I got a timed demo version downloaded free. You do have to pay for the full version though. :)
Posted 20 years ago2003-09-09 15:40:31 UTC
in Opposing Force .fgd Post #131
Thanks!
Posted 20 years ago2003-09-09 13:16:02 UTC
in Opposing Force .fgd Post #129
Does anybody know where the Opposing Force .fgd is? I've looked in Opposing Force's folder (gearbox) but can't find it. Please help! Thanks :)
Posted 20 years ago2003-09-07 12:55:51 UTC
in New Unfinished Map. Post #159
I think you saw the wrong map-it was a much earlier version of what the level started out as. I've tryed to fix the Zip file and now you should get the right file. The new map is just as bright-because then in my next map it will be more dramatic when some of the lights are broken...
Posted 20 years ago2003-09-07 12:20:11 UTC
in New Unfinished Map. Post #157
Oh,thanks. I'll change it.
Posted 20 years ago2003-09-07 11:58:03 UTC
in New Unfinished Map. Post #155
I have submitted a new unfinished map in the Unfinished Stuff section. Any ratings or suggestions for improvement would be appreciated. Thanks! :)
Posted 20 years ago2003-09-02 13:27:13 UTC
in Collapsing Walkway? Post #239
I've got hammer v3.4 so hopefully I'm ok. The axes work fine- I just can't seem to change the amount the walkway swings when hit.
Posted 20 years ago2003-09-02 09:45:16 UTC
in Collapsing Walkway? Post #236
I've got Y Axis ticked in the flags-whereabouts can you change the distance it rotates though (e.g 180 degrees)?
Posted 20 years ago2003-09-02 07:33:20 UTC
in Collapsing Walkway? Post #234
I have recently been constructing a single player map and wondered if anyone could help me with my latest annoying problem. I am trying to construct a walkway that is broken by an angry Gargantua. I am trying to make the walkway rotate 90 degrees-so it is hanging down vertically but I cannot seem to get it to rotate the right way when the player triggers it. Could someone help please?
Posted 20 years ago2003-08-28 15:16:18 UTC
in Looping animations? Post #280
Thanks.
Posted 20 years ago2003-08-28 11:00:14 UTC
in Looping animations? Post #277
I am quite new to using the Valve Hammer Editor. I have version 3.4 and I have recently become very stuck-I am trying to get a scene in my map where a scientist is being dragged into a ventilation shaft by a zombie-but I cannot get the animation ventpullidle2 to loop smoothly-the scientist plays the animation once-and then when it is finished he stands up for a few seconds, and then plays the animation again. I have tried everything to make the animation loop smoothly without him getting up (like in the game) but it simply won't loop! I am using the aiscripted_sequence entity. I have tried using the scripted_sequence entity- it is the only way I can get the animation ceiling_dangle to play-but the scientist always plays the animation round the wrong way (facing inside the vent) and still won't loop. Could someone please tell me how to get animations such as ventpullidle2 to loop correctly and/or how to get the scripted_sequence animations to play the right way round-I have changed the angle on the object but it just won't seem to turn the animation round. sorry for making this so long. Any help would be appreciated. Thanks.