Forum posts

Posted 17 years ago2006-11-26 00:09:20 UTC
in under the weather Post #204086
There's already a de_storm map in CS1.6/CZ? :|

Anyway, if you want rain, you can use the brush-based env_rain entity... not sure about the lightning, but the slow flicker shouldn't happen in indoor portions of your map?

Good luck! I'd love to see nice weather effects.
This post was made on a thread that has been deleted.
Posted 17 years ago2006-11-20 00:24:41 UTC
in Teleporter help!! Post #203322
It's an entity, not a brush one... if you don't have it, search around the grab the CS Expert FGD from tommy.
Posted 17 years ago2006-11-20 00:24:08 UTC
in Cs Unlike CSCZ Post #203320
Use the Steam version? :confused:
Posted 17 years ago2006-11-05 03:42:13 UTC
in trigger_push Post #201977
You could do that. I prefer to target the MM from the door as it is triggered every round restart, so maybe if I need to reset other entities I can simply add it to the MM....
Posted 17 years ago2006-11-03 07:53:23 UTC
in putting tree models in? Post #201802
It's easier to build the clip brushes and so in the 3D view of Hammer 3.5 using the newer modified FGD, since you can see the model.
Posted 17 years ago2006-11-03 07:52:32 UTC
in trigger_push Post #201801
Set a door somewhere off the map inaccessible by players, and set the target of the door to a multimanager.

Since doors are resetted every round in CS, it will trigger the MM. Set the MM to target a trigger_relay (with target state of "on") which targets your env_beam.

I think.... it should be right =
Posted 17 years ago2006-11-02 22:10:25 UTC
in putting tree models in? Post #201764
I thought cycler_sprite in CS just lets the model stay there, with absolutely no collision size/detection, so you have to clip the model.

Also, if you are mapping for CS... there's the advanced FGD that comes with a box to select sprites AND model files for the entity.
Posted 17 years ago2006-10-31 20:48:05 UTC
in Question about multisources Post #201538
I think Kinrah's mm is multithreaded and keeps running... he wants something to turn the mm off. But since the ms already triggered the mm, and the multithreaded mm will trigger itself, I think he needs to have one mm targetting the rl with the master set, which targets his desination mm - then his destination mm, after completing the task, targets back the mm targetting the rl...

Sounds too complicated. :confused: Argh
Posted 17 years ago2006-10-31 20:44:28 UTC
in Help in making a soccer ball Post #201537
Hunter: Yes, I know there are perfect spheres, but it's sort of complicated and going to cost a lot of polies... I was looking for simpler ones not made with tons of brushes.
Posted 17 years ago2006-10-31 10:35:45 UTC
in Question about multisources Post #201490
You do not necessarily need to have the Multisource act as a master.. just have it target the multimanager..

Am I correct? Sorry if I caused any confusion.
Posted 17 years ago2006-10-31 10:33:56 UTC
in Help in making a soccer ball Post #201489
Hello :)

Is there any way to make a soccer ball? I don't mind about its poor shaping or texturing, but I don't know how to make a rough ball or sphere. Can someone show me how or point me to an example map? Thanks!
Posted 17 years ago2006-10-31 08:49:31 UTC
in Is this possible? (please answer) Post #201476
Or make the func_train invisible by setting its FX render mode thingy...
Posted 17 years ago2006-10-31 08:48:32 UTC
in [CS] game_player_equip trigger woes Post #201475
Hmm, I wanted a game_player_equip because I planned to give multiple weapons...

I toyed around with flags and such but it keeps triggering at start of round. I thought of another solution, to add trigger_multiples around the spawn entites targetting a seperate equip entity to equip proper weapons, but for now I'm settling for the Armory entity then. Thanks!
Posted 17 years ago2006-10-31 00:44:39 UTC
in [CS] game_player_equip trigger woes Post #201423
Hello all! :)

I'm mapping for CS1.6 right now, and I have a game_player_equip which I wish to trigger only when the player breaks this box (a func_breakable, which targets the game_player_equip). However, this game_player_equip entity keeps triggering on every round start, affecting stripping all players of all their weapons (does game_player_equip strip weapons before equipping them?)

Is there any flag or whatever to stop this game_player_equip from stripping the players of weapons, or is there a workaround for this problem?

Any help, big or small, is greeeeatly appreciated! Thanks! :)
Posted 17 years ago2006-10-30 23:27:35 UTC
in fan not rotating around origin Post #201416
Try checking different X,Y,Z axis boxes and seeing the results? Also tie the origin to the fan brushes to func_rotating..
Posted 17 years ago2006-10-30 23:12:33 UTC
in basic textures Post #201414
I recommend your own textures if the map must look great.
Posted 18 years ago2006-04-10 20:20:03 UTC
in How to destroy a model ingame ? Post #173386
You must HIDE it, not killtarget it the first time. Killtarget removes it completely...
Posted 18 years ago2006-04-10 20:18:46 UTC
in gaining hp back Post #173385
Or just place water at the bottom, since HL and Source engines negate all gravity falling damage when the surface of the brush is water.
Posted 18 years ago2006-04-01 08:46:12 UTC
in Cant HL2, so... Post #171849
Halflife.wad from the GCF file, move them somewhere else like in your Hammer installation folder.
For me though I simply extract the WADs and dump them into Steam installation directory... no errors though :zonked:
Posted 18 years ago2006-04-01 08:43:23 UTC
in morphing textures Post #171848
I recommend setting the Viewable Distance to a large number...
Posted 18 years ago2006-04-01 08:41:40 UTC
in How to destroy a model ingame ? Post #171846
Maybe you can use gibshooter and shoot some barrel gibs to make it more realistic too.
Posted 18 years ago2006-03-26 08:10:51 UTC
in halflife2.wad Post #170991
Downloading.
Posted 18 years ago2006-03-22 21:03:42 UTC
in Cycler problem Post #170335
You used a lot of cyclers? Maybe you cannot shoot due to the epoly lag. :)
Posted 18 years ago2006-03-22 21:01:59 UTC
in I can't move Post #170334
Maybe stuck at the floor... normally I place them around 8-16 units above the ground. :)
Posted 18 years ago2006-03-11 23:57:25 UTC
in Half-Life Xen Flyer "Manta" Post #167846
I though it was an entity...
Posted 18 years ago2006-03-11 23:55:45 UTC
in Sky Problem Post #167845
I don't like using that skybox extention technique, as the last time I did it, the polycount jacked up and made the map run at only 4fps. :zonked:
Posted 18 years ago2006-03-10 22:10:36 UTC
in Sky Problem Post #167603
You will see the other wall. But shouldn't it show the outside of that place rather than inside? Because it is textured.
Posted 18 years ago2006-03-09 10:00:20 UTC
in Sky Problem Post #167164
It will still be there... I experimented before, and it failed. Seems more like an addition to the myraid of HL engine rendering bugs. :)
Posted 18 years ago2006-03-09 09:57:48 UTC
in Voices in interloper Post #167163
Calm down, just a misunderstanding...

Saco, stop bombarding someone who got something wrong. At least he attempted to help. He simply misread the question. You like it if someone did the same to you? No?
Posted 18 years ago2006-03-09 09:48:28 UTC
in Getting stuck on elevator (func_train) Post #167161
When a player touches the origin brush in a func_train he is screwed. That's what happens in my CS map, anyway.

The player must also not crouch or the whole thing will get stuck and damage will be dealt. :confused:
Posted 18 years ago2006-03-09 09:43:22 UTC
in Problem Loading Post #167159
I have experienced this before....

Make sure entities that reference external file sources -- ambient generics, sprites etc, the path is valid. Paths like C:HLCSspriteshl1.spr is wrong. It should be (in this case) spriteshl1.spr. It should be relative to hl.exe directory instead.
Posted 18 years ago2006-03-09 09:40:59 UTC
in Wth is this error about?! Post #167158
Player starts don't have Bad Suface Extents...

Try locating the rogue brush and remake it.
Posted 18 years ago2006-03-01 01:39:03 UTC
in Sprites Post #165658
Set your game directory properly then in Hammer put the sprite as Spight1.spr
Posted 18 years ago2006-03-01 01:37:35 UTC
in How can I make stuff fall on me? Post #165657
Make a brush func_hurt under the ceiling area and hvae it triggered when it falls (need timing though). You should use a multimanager entity.
Posted 18 years ago2006-01-20 22:05:34 UTC
in switching MDL sequence#in maps Post #158832
You can use env_renders for each cycler_sprite, and trigger the env_render (with FX amount to 0) for the cycler_sprite you want to render it invisible, and another env_render (FX amound 255) for the cycler_sprite you want it visible.
Posted 18 years ago2006-01-14 00:18:01 UTC
in No CS textures? Post #157855
You must include the individual map .WADs, like de_dust's WAD is cs_dust.wad

Hope it helps.
Posted 18 years ago2006-01-13 07:44:58 UTC
in c-strike with badminton rulz Post #157702
Maybe teleports that are activated/deactivated?
Posted 18 years ago2006-01-09 22:44:45 UTC
in Grating Post #157186
Set the reset delay (in seconds) to like 120?
Posted 18 years ago2006-01-06 03:57:59 UTC
in func_water in any HL1 map or mod Post #156384
_you might fall from a top of a skycrapper, if you touch a func_water brush just before to touch the ground, you are totally safe, which is an incredible lack for the gameplay (on CS) and the realism ...
It happens in any map, any graphics card.

The other problem... seems to be a hardware problem...
Posted 18 years ago2006-01-03 07:54:20 UTC
in Texturing Problem. Evil Problem. Post #155950
Invalid texture can be
[list=1]
[*]Texture perpendicular...
[*]Stretching below 0.02
[*]Texture not available in current list of WADs
[/list]
Posted 18 years ago2006-01-03 07:53:03 UTC
in func_water in any HL1 map or mod Post #155948
I ran it at 800x600 and no issues...
Posted 18 years ago2006-01-03 07:52:35 UTC
in qbsp2.exe Post #155947
He is already using it SpaG... :x

jk
Posted 18 years ago2006-01-01 23:13:23 UTC
in Texturing Problem. Evil Problem. Post #155748
It will show up as Invalid Texture in Hammer's "Search for problems". Make sure the Texture panel is set to the texture you want to replace for that particular brush, and click "Fix" (not "All of type")
Posted 18 years ago2006-01-01 23:11:51 UTC
in Problem with custom CS spray Post #155747
Why not use DecalConverter... Google for it, it is fast and easy.
Posted 18 years ago2006-01-01 10:58:21 UTC
in Getting .map files from .bsp files Post #155615
Opposing Force? :nuts:
Posted 18 years ago2005-12-31 23:02:56 UTC
in Getting .map files from .bsp files Post #155552
Well, whenever you decompile some solids will be invalid.
Posted 18 years ago2005-12-30 22:05:18 UTC
in Getting .map files from .bsp files Post #155359
I thought there are so many prefab labs on the Internet that has the APC...

Like HL Prefab Lab, or search around. There are tons of prefab sites.
Posted 18 years ago2005-12-29 22:19:51 UTC
in Random Hl stuff Post #155249
Gordon had a wife, she's the hologram in the Training Room...

You can hear the Gman's argument with the scientist in Black Mesa...

Valve never utilised the suit's ability to report the time.

Valve never utilised the suit's ability to fail. There are a few suit vox sounds that say "HEV Critical Failure. HEV Shutting down."

The dead-Gordon model in OppFor is called dealhaz.mdl, with 4 dead-Gordon positions. It uses the Gordon.mdl textures, all prefixed with PLAYER_.

GMAN supposedly have a cell phone. Its texture name is called Cell1.bmp and can be found in gman.mdl. (Hey, that cell phone looks old.)

There's a candy bar in OppFor. (lol)

Valve never used the Lego-like loader you see in Black Mesa Inbound much... there are animations for it parking, freeze, dropping boxes, loading them...

The fat-Barney in OppFor, called Otis, does not use the 9MM Glock. He is supposedly using the Desert Eagle pistol.
Posted 18 years ago2005-12-29 22:04:10 UTC
in Miss Communitcation? Post #155248
I just simply placed my CS and mapping stuff near the root directory... eliminates the use of SUBST and a batch file.

Vicarnullet, I can't see the image you are linking to... I think you linked wrongly...