Forum posts

Posted 17 years ago2006-08-22 15:15:40 UTC
in software Post #194181
scrap that. valve updated software rendering or this 800 poly thing every one goes on about it wrong cause I just got 1300 polys in a test map useing software without a problem
Posted 17 years ago2006-08-22 15:08:16 UTC
in software Post #194177
does it matter that much these days if something won't run in software mode?
Posted 17 years ago2006-08-20 09:21:44 UTC
in combine apc's Post #193971
I fixed it. It wasn't fireing the stingers at a rebel 1000 units away cause there was another rebel under the bridge 50 units away which as it is on the bridge it couldn't kill.
I noticed rebels seem not to fire there rpgs at apcs not sure why. they do sometimes but then they stop and let it kill them.
Posted 17 years ago2006-08-20 07:12:05 UTC
in combine apc's Post #193964
does nobody know?
Posted 17 years ago2006-08-20 07:11:30 UTC
in Spawn Triggers? Post #193963
point_template?
Posted 17 years ago2006-08-16 14:36:02 UTC
in Hammer crashing upon compiling Post #193647
are you running in "software" mode? cause sometimes it does that in detailed areas with me.
Also is there render mode set to texture and fx amount set to 0?
Posted 17 years ago2006-08-14 12:31:40 UTC
in combine apc's Post #193402
I can't get apc's to fire there stinger missiles. They will only fire there other gun.
I have set an npc_apcdriver up.
Is there something else that must be done to make them to fire there missiles?
Posted 17 years ago2006-08-12 11:19:16 UTC
in Hammer crashing upon compiling Post #193203
try a batch compiler for compileing.
http://nemesis.thewavelength.net/index.php?p=2
Posted 17 years ago2006-08-12 11:15:21 UTC
in Technical Post #193202
lol...i thought you might have but it is like the only thing i managed to do when playing around wirth it that had the effect you said you were getting for me.
Posted 17 years ago2006-08-12 10:32:58 UTC
in Technical Post #193198
click the "set" button, then the "ok"button.
Posted 17 years ago2006-08-11 18:20:30 UTC
in Valve SDK Update Post #193148
they added "combine heavy cannon" to func_tank "ammo type" but if you serlect it your turret just seems to use the smg ammo.
Posted 17 years ago2006-08-11 17:37:04 UTC
in Valve SDK Update Post #193146
3d view is still broken.
And so everyone knows the last value (wasn't it "bullets" befor? Any way it says "ammo type" now) needs resetting in func_tanks.
Posted 17 years ago2006-08-11 17:12:39 UTC
in Valve SDK Update Post #193144
Nice one valve!
Well they have done someting with func_tank 's that has fucked up my large turret (twin gattling cannons, rockets ect) Not sure how but they won't fire anymore :(
Posted 17 years ago2006-08-11 12:26:15 UTC
in Valve SDK Update Post #193131
lol... I like the shiny concrete....
Posted 17 years ago2006-08-11 09:10:29 UTC
in Valve SDK Update Post #193112
MY hammer works (apart from physics objects are falling trough displacements and slow map loading) untill it crashes (average time till crash:2 min) :( :( :(
I want to downdate my hammer...
Posted 17 years ago2006-08-07 13:12:55 UTC
in Where does HL2:EP1 load its materials? Post #192760
I can't find them either. It seems valve hasn't given us any of the visible content for ep1.
Posted 17 years ago2006-07-27 17:31:50 UTC
in turrets Post #191834
... I see no "target" in func_tanks
Posted 17 years ago2006-07-27 03:03:58 UTC
in turrets Post #191790
err...what target?
If you mean "(Team) Master" Then a list of the teams i can put there would be good.
Posted 17 years ago2006-07-26 14:01:23 UTC
in turrets Post #191737
why does source have to make everything so complex... How do I make an auto bush-based func_tank shoot at the player?

(I got one to work with a prop dynamic but I can't make it work with a brush based object instead)
Posted 17 years ago2006-07-26 07:29:42 UTC
in Combine Ball Spawner Post #191702
I tried everything i can think of now. It seems it ttakes no notice of what I set and they just go up.
Also I can't get a feild that destroyers the player, NPC's ect but NOT the balls.

Anyway. as for left and right i'll just forget about that unless someone posts a way.
Posted 17 years ago2006-07-24 19:47:37 UTC
in All went red Post #191571
env_fade with a fade colour set to red
Posted 17 years ago2006-07-22 14:22:01 UTC
in Round Occuring.. Post #191285
it's in the CS ent list on this site.
Posted 17 years ago2006-07-21 10:33:19 UTC
in Mixed Face Contents w/Clip Post #191111
it's "null" not "clip"
Clip is just for stoping the player getting past. (such as jumping out of the windows in the trains at the start of half life.
Posted 17 years ago2006-07-21 02:52:30 UTC
in Lights + ARGHLONGCOMPILE = ? Post #191080
if it's not a muilti player map i sugest you break it into to 3 or 4 parts and use change levels.
Posted 17 years ago2006-07-21 02:46:54 UTC
in Round Occuring.. Post #191079
Posted 17 years ago2006-07-19 02:46:00 UTC
in env_beam Post #190747
monster_generics count as a monster i think so the server has to have monsters on (I think it's off by default).
Posted 17 years ago2006-07-17 16:33:53 UTC
in texture memery Post #190555
How high can I set max texture memery befor some players start haveing problems?
Posted 17 years ago2006-07-15 04:08:39 UTC
in problem with my map :) Post #190149
Posted 17 years ago2006-07-13 17:32:45 UTC
in AIScripted_sequnce/Scripted_sequence Post #189986
i think monsters can see other monsters that are renderd invissible.
Make a monster (any of the smaller ones ahould work as long as the grunt can't kill it in one shot). set the render mode up (i forget which makes it 100% transparent just play around with it)
Put by window
Tick monster_clip flag
make func_monsterclip box around it.
add func_hurt box with -1000 dmage and noclients ticked.

the grunt should try and kill the monster but will never kill it because of -func_hurt and the player can't see the monster.
To stop it target the monster with "kill target"
Posted 17 years ago2006-07-13 17:27:49 UTC
in making textures messup Post #189985
software = crap
openGL is best if your card surrports it, if not go for D3D
Posted 17 years ago2006-07-13 10:54:55 UTC
in making textures messup Post #189935
options -> video -> renderer
does it say OpenGL, D3D or Software?
also with ZHLT check your comile log for an error.
Posted 17 years ago2006-07-12 12:20:13 UTC
in Combine Ball Spawner Post #189803
they only go either up or bounce up and down in hl2. but my combine complex i'm building isn't a tower so up isn't good.
I don't have ep1 yet so don't know but i'm gusseing they have options hl2 doesn't have but i could be wrong.
Posted 17 years ago2006-07-12 01:36:34 UTC
in Env_shake Post #189758
did you tick the mulitthreaded flag? And you don't need spirit to do this
Posted 17 years ago2006-07-11 12:43:11 UTC
in env_beam Post #189703
you can't just place a func_train it has to be brush based. and it seems some objects like env_beams loose there location so I won't make beam1 start at beam1 anymore.
Posted 17 years ago2006-07-11 02:03:02 UTC
in env_beam Post #189644
also. if i save then load the map in hl all my env_beams loose either there start point or thre end point :( . how can I sop this?
Posted 17 years ago2006-07-10 14:21:36 UTC
in Cycler move with func_train? Post #189533
no. the client needs the dll's
Posted 17 years ago2006-07-10 12:44:08 UTC
in making transparent glass? how? Post #189520
you should use -wadinclude on your compile (CSG I think) if you use custom wads.
Posted 17 years ago2006-07-10 12:40:17 UTC
in env_beam Post #189517
doesn't work for me 7th :(
and info_player_start can't have a name :(
Posted 17 years ago2006-07-10 03:15:01 UTC
in making transparent glass? how? Post #189467
or press c+m and rotate by 90 in X or Y (depending which way sideways you want it)
Posted 17 years ago2006-07-10 03:09:53 UTC
in env_beam Post #189465
How can I make an env_beam ALWAYS hit the player regardless of where the player is.
Posted 17 years ago2006-07-08 17:39:55 UTC
in AIScripted_sequnce/Scripted_sequence Post #189354
put something behind the window for him to kill that respawns but can't kill him. eg zombie. he should shoot at the zomibe and if you get the angles right the player won't see the zombie but will see the grunt.
Posted 17 years ago2006-07-08 06:28:58 UTC
in Spirit-Like Tools for Half life 2? Post #189289
only thing source doesn`t do is make craters with rockets ect like in red faction.
Posted 17 years ago2006-07-08 05:51:53 UTC
in Making OP4 Maps Post #189285
is it possible for someone to update it for us?
Posted 17 years ago2006-07-08 04:58:42 UTC
in Making OP4 Maps Post #189278
is there no 3.5 fgd for op4?
Posted 17 years ago2006-07-07 03:11:18 UTC
in Spawn Triggers? Post #189043
There is no amoury_entity for HL2. There might be one for CS:S
Posted 17 years ago2006-07-07 02:41:36 UTC
in Combine Ball Spawner Post #189040
I played around for a few hours now. In HL2 is it not possible to make them go any other way than up?
Posted 17 years ago2006-07-07 02:39:47 UTC
in Trains Post #189038
The largest cars are like thoses found in this map http://twhl.co.za/mapvault_map.php?id=4009
Posted 17 years ago2006-07-06 16:14:57 UTC
in Combine Ball Spawner Post #188934
ok...i got my balls going up to work but i still can`t get them to move left to right :(
And i still don't fully understand how and why it works and hammer help doesn't say that much.
Posted 17 years ago2006-07-06 12:49:52 UTC
in Trains Post #188892
no. doing that would mean it looks less like a heavy goods train.
Posted 17 years ago2006-07-06 12:31:06 UTC
in Combine Ball Spawner Post #188886
hmm...my filter also stop ANYTHING from dieing in the feilds :(