Forum posts

Posted 17 years ago2006-12-01 20:25:19 UTC
in Npc targetting Post #204761
How can I make any object (monster_xx or turret ect)shoot at a brush object as Ive made some aircraft things for my map and I wan't the AI to shoot at it cause at the momnent they just stand their while it drops a bomb on them.
Posted 17 years ago2006-11-30 17:38:49 UTC
in Banned!? Post #204638
Only time Ive been banned at all was on a DoD server where I killed the admin 15 times without dieing so I got told I was cheating and was banned lol. (Mayby if the admin didn't go past the same door 15 times without looking he wouldn't die 15 times)
Posted 17 years ago2006-11-30 05:06:12 UTC
in Shoot-through-able brush Post #204553
"Any more? "
Null
Clip
Hint
Skip
Sky
AAATrigger
Origin
Posted 17 years ago2006-11-27 13:09:52 UTC
in Sprirt Post #204230
I hear one is in the works but I don't see what you would add for source
Posted 17 years ago2006-11-20 04:20:16 UTC
in Sprirt Post #203325
cause there are no spirit HLDM maps to start
Posted 17 years ago2006-11-05 10:50:16 UTC
in enemy allies Post #201995
Spirit can do it.
Posted 17 years ago2006-11-05 06:17:39 UTC
in Objects triggured by explosions... Post #201978
If you want anything to set it off just put a load of breakables around. An exsplosion will break them and they can trigger whatever on break.
Posted 17 years ago2006-10-20 02:57:18 UTC
in Help with ladders and doors Post #200199
you can deactivate them but it's one way, you can't make them active after.
See the "kill target" in some entitys (eg trigger_relay)
Posted 17 years ago2006-10-16 03:06:05 UTC
in How do you delete an NPC? Post #199798
If path_corners won't work for you use an (ai)scripted_sequnce with a walk to/run to setting and trigger that instead. (just don't set an amination and it will act just like a waypoint.)
Posted 17 years ago2006-10-12 02:45:55 UTC
in cant get model viewing to work.. Post #199350
Have you taken all the models out of the pak/gcf and put the in the half life/mod models folder? (The same goes for sprites btw)
Posted 17 years ago2006-09-21 02:52:55 UTC
in questions? Post #197098
put a teleport under the 1st spawn point and make the destination where you want the 2nd.
Make sure the teleport has a "master" setting (like "tele_master")
Make a multi_source and name it "tele_master")

Trigger the multi_source with something to make the teleport start working

Adding more spawn points doesns't give you control over which ones you spawn at each time. (might be wrong as I don't map much mp)
Posted 17 years ago2006-09-15 02:55:34 UTC
in How Do I Get This to Go Away??? Post #196555
lol...same here... But now I know I use it as a tool for selecting all the vertics along one side instead of one at a time (when you hit enter it serlects all vertics in the box)
Posted 17 years ago2006-09-15 02:50:11 UTC
in How Do I Get This to Go Away??? Post #196553
SlayerA:
If you clcik a non vertic and then while holding down the left mouse button drag it somewhere it creates a serlection box causeing the problem he is haveing.
Enter or Esc gets rid of it.
Posted 17 years ago2006-09-07 02:49:58 UTC
in Black Mesa Complete-comming late 2007 Post #195840
Some places are seen 2 or so times mainly beaten hl1 and op4
eg: HL:In the start tram there is this bit with a big tank with a hole in it and the bottom of a ramp is flooded.
OP4:The flood has been drained and the hole has been fixed by a few bits of wood. You jump over into one of the trams here.
Posted 17 years ago2006-09-07 02:41:45 UTC
in Shadows and lights. Post #195839
No cause in the tut the window is just one big func_brush with tools/blocklight where the planks are.
Posted 17 years ago2006-09-06 14:58:04 UTC
in Shadows and lights. Post #195789
but then the shadows won't change when he breaks the window
Posted 17 years ago2006-09-06 12:56:56 UTC
in Landmines - but not in tutorial... Post #195782
but..rockets ect won't detonate them...
Add an func_breakable just under the surface (like 4 units) that also targets the mine
Posted 17 years ago2006-09-06 11:47:49 UTC
in Optimization Post #195780
One of the 2 largest faces. Doesn't matter which
Posted 17 years ago2006-09-05 12:52:36 UTC
in ep1 entitys Post #195709
how bout split them in hammer so hl2 doesn't have ep1 in it's fgd file.
Mayby someone who knows all the entitys could delete all ep1 entity entries?
Posted 17 years ago2006-09-04 12:28:49 UTC
in ep1 entitys Post #195602
cause the error I get say entity xxxx doesn't exist.
Posted 17 years ago2006-09-03 19:39:56 UTC
in ep1 entitys Post #195509
no I just hate it when I think i found the perfect entity setup for something and get a ton of errors when I run it in HL2. (I havn't done so much source mapping that I know whats HL2:SP and whats not)
SDK is set to HL2 and it is useing the hl2 fgd file.
Posted 17 years ago2006-09-03 16:38:59 UTC
in ep1 entitys Post #195500
How come when I try to map for HL2:SP it shows me all the entitys for ep1 that don't work in hl2 and how can I stop it doing this?
Posted 17 years ago2006-09-03 12:12:43 UTC
in Keypads in HL2 Post #195483
doesn't it "use" the one nearest the center if there are more than one?
Posted 17 years ago2006-09-03 07:53:46 UTC
in Admin Abuse at its Finest Post #195468
I liked the bit where an apache spawn above the spawn so they shot it and it crashed on top of them
Posted 17 years ago2006-09-03 07:44:49 UTC
in Single Player Story Idea Post #195466
And wouldn't the aliens/combine be invadeing? The leader gorden killed didn't controll all the xen creatures and the rift was never closed and just getting wider.
Posted 17 years ago2006-09-03 05:50:02 UTC
in Black Mesa Complete-comming late 2007 Post #195460
If there all linked like they would be in real life it would be good. with a working transit system where you can get off at any stop.
Posted 17 years ago2006-08-26 04:49:48 UTC
in how do you make models breakable in CS? Post #194595
not got time to try this but this is how I would try.
Place your bottle as whatever.
Make a func_breakeble around it and set target to an env_render
place an env_render set render mode to texture and render ammount to 0. make it target the bottle
Posted 17 years ago2006-08-26 04:32:03 UTC
in To Avoid Corrupting Files... Post #194594
that the hammer version?
Ive overlayed red lines to show you where you should make each brush cause yous is broken into little pices where it isn't needed. Lol when you said 1000 polys I thought you had made each key one at a time....
http://img213.imageshack.us/img213/8666/keyboardxq9.jpg
as for it not working on HDR. you did make it a func_detail didn't you?
Posted 17 years ago2006-08-25 16:52:29 UTC
in Half-Life: Hostage Situation Post #194558
env_mirror causes quite alot of lag when ive tried it
Posted 17 years ago2006-08-25 15:45:49 UTC
in To Avoid Corrupting Files... Post #194550
back up your .vmf from time to time.
1000 pieces...wtf... if you want that much detail model it. and you can most likely "merge" alot of those brushes
Posted 17 years ago2006-08-25 15:24:56 UTC
in Half life: bright sky Post #194548
You should only leave the lights from the teleporer it self when it starts working. This way all the attention goes to the teleporter it self. You can make the beams emmit light when the room is dark. This way you will be able to see a bit more but the not all the attention will be given to the teleporter.
main light - 1light set
light blue beams - 2 light sets
blue&orange beams -4 light sets
orange beam- 1 light
control room- 1 light set
tele lights- 8 light sets
total-17 light sets
Not going to happen. even source can't have 17 diffrent sets of named light in one room
I'm working on the spot light idea and mayby a glow sprite for the crystal (if i can get an orange one)
Still does it when hollowed. the game doesn't apply the orange tint to the beams or make them dimmer when the crystall is in fron of them So it gives the affect there in front.
Posted 17 years ago2006-08-25 08:58:38 UTC
in Half life: bright sky Post #194497
I can't do the transparent thing. The game draw beams at full bright when there behind a transparent object so that when you can see infront/behind together it looks like it's just going in front not behind :(
Mayby a coder could fix it?
Posted 17 years ago2006-08-25 08:12:47 UTC
in Half life: bright sky Post #194492
Posted 17 years ago2006-08-25 07:27:50 UTC
in Half life: bright sky Post #194489
http://img215.imageshack.us/img215/306/test2vz5.jpg
The texture colour is hideing the light from the crystal now :(
Posted 17 years ago2006-08-25 06:37:40 UTC
in Half life: bright sky Post #194483
the only problem is with makeing it more metal is- valve never named metal textures metal :( and alot of them are rusty which doesn't fit the area very well
Posted 17 years ago2006-08-25 06:16:08 UTC
in Half life: bright sky Post #194476
http://img84.imageshack.us/img84/8292/testmc8.jpg
and it's white there cause when I renamed the map I forgot the <mapname>.rad (the crystal gives off an orange glow)
And I would like diffrent textures as this is not black mesa and the shape of the tram is diffrent anyway (wider), slightly more round, diffrent shaped windows ect
Posted 17 years ago2006-08-25 05:09:54 UTC
in Half life: bright sky Post #194472
Posted 17 years ago2006-08-24 21:09:41 UTC
in Invisible Models? Post #194447
parent it to a invisible door and make the door move when you make the prop invisible
Posted 17 years ago2006-08-24 19:04:07 UTC
in Half life: bright sky Post #194440
http://img243.imageshack.us/img243/5641/brightsky8rq6.jpg :)
And I wasn't jokeing when I said I need help. I don't have the next 20 years to do it in...

And what do you think of the lighting?
Posted 17 years ago2006-08-24 18:29:05 UTC
in Half life: bright sky Post #194431
Posted 17 years ago2006-08-24 04:41:01 UTC
in Need Help With HL Post #194351
is it crashing cause if so I get that too. somewhere in the last year valve did something that seems to have broken that map
Posted 17 years ago2006-08-23 14:59:47 UTC
in Transparent Post #194274
i noticed texture and 255 also work in D3D and openGL (but not software lol)
Posted 17 years ago2006-08-23 14:45:53 UTC
in Half life: bright sky Post #194271
but i was right. to add stuff to the walls and floor drives the r_speeds up to about 1300 in the control room if you look out of the windows :( (and over 2000 without any optimisation or vis)
most people can run a map with 1300 polys (not that it matters there to much as it more of a site seeing level as you don't get to shoot nothing) so should I keep the added detail or take the polys back to where they were befor?
Posted 17 years ago2006-08-23 14:26:58 UTC
in Half life: bright sky Post #194268
wtf... How can you say the maps in them screen shots are fullbright...
Posted 17 years ago2006-08-23 11:16:26 UTC
in Half life: bright sky Post #194264
lol...they would be if the r_speeds were not sky high already. But if you guys are happy with 1300 + r_speeds then thats fine
Posted 17 years ago2006-08-23 10:47:36 UTC
in Half life: bright sky Post #194262
It would be based in an older complex than black mesa. The secter your working in is trying to extract the near limitless energy from a strange crytal on xen.
However the xen lifeforms didn't like haveing there crystal stolen so force open a small rift and take it back.
Haveing done this they take the chance to force it open wider and invade the labs. They also invade the small city that was built on a large xen platform as a teleport "relay" station and for studying the xen lifeforms.
Later on when the black ops come the millertry being on the "to kill" list make peace with the lab workers to fight there common emenys and get out alive.

I have done some work but need some help mainly in the mapping (cause theres a lot of it) area. I also need a voice acter befor I can complete the maps I started.
http://img208.imageshack.us/my.php?image=brightsky1wt8.jpg
http://img247.imageshack.us/my.php?image=brightsky2ow1.jpg
http://img208.imageshack.us/img208/5654/brightsky5wn0.jpg
http://img514.imageshack.us/img514/8402/brightsky4yu5.jpg
Posted 17 years ago2006-08-23 09:18:40 UTC
in software Post #194259
err...mayby cause source engine can handle it and the hl engine can't?
Posted 17 years ago2006-08-23 08:52:41 UTC
in software Post #194257
nope. i just get bad surface extents lol... but i was getting them anyway untill I cut a few thing in half...
lol...but I not getting to a lag point on r_speeds in openGL anyway so why bother?
Posted 17 years ago2006-08-23 08:08:54 UTC
in software Post #194249
but why change that? lower = high r_speeds and higher can cause bad surface extents
Posted 17 years ago2006-08-23 03:50:20 UTC
in Need Help With HL Post #194247
like around where you get the crowbar type area?