Forum posts

Posted 18 years ago2005-07-26 13:43:24 UTC
in Elevator tutoring please!!! Post #123688
Ok, so my one multi_manager wont have more than 15 things in it, but t still wont trigger anything.... :( im getting so frustrated!!!!
Posted 18 years ago2005-07-25 23:55:03 UTC
in Elevator tutoring please!!! Post #123575
do i need 2 multi_managers?
Posted 18 years ago2005-07-25 14:02:07 UTC
in Multimanager - What can trigger it? Post #123487
how do you make a target field
Posted 18 years ago2005-07-24 23:12:51 UTC
in Elevator tutoring please!!! Post #123291
This is how i have my muti_manager set up. Whats wrong ????

User posted image
Posted 18 years ago2005-07-24 20:39:29 UTC
in Elevator tutoring please!!! Post #123280
So lost....lol....im not good with this trigger auto and multi_manager stuff, ask rabidmonkey lol
Posted 18 years ago2005-07-24 13:44:58 UTC
in what example maps do newbs want?? Post #123206
Lol, im having problems running 6 elevators all at the same time. All i want them to do is raise up all at the same time during the first few seconds of the round start (Im putting the Spawns on the elevator). I want them to do this after every round, if someone could make a very simple map so i can see how everything is set up to work i would greatly appreciate it!!! im getting frustrated trying to read all these tutorials on how to do it lol

P.S. the map doesnt even have to be "functional" i just want to see hw to set up the stuff lol...
Posted 18 years ago2005-07-24 13:39:58 UTC
in Elevator tutoring please!!! Post #123201
Then can i make all the elevators (6 of them) all the same name, but each of them have a differnt start target so they will still function properly, then have a trigger_auto trigger the elevators and then run a multi_manager to reset the trigger_auto after every round????
Posted 18 years ago2005-07-23 18:27:01 UTC
in Elevator tutoring please!!! Post #123031
so group the origin and elevator brush together and then tie them to func_train???
Posted 18 years ago2005-07-23 17:08:32 UTC
in Elevator tutoring please!!! Post #123023
Alight, i got the elevator to work properly, even without an origin brush, but now i cant figure out how to make it go up automatcialy EVERY round....
Posted 18 years ago2005-07-23 17:06:52 UTC
in boat ? Post #123022
What ever, as l long as i can get a working boat out of it lol! :biggrin:
Posted 18 years ago2005-07-22 23:31:22 UTC
in boat ? Post #122864
hmmmm, when your done with your map can i see your rmf for learning purposes???
:D
Posted 18 years ago2005-07-22 22:59:49 UTC
in Impenatrable walls / -wadincluded Post #122856
Yeah, the more i try to make it bullet proof, the crappier my map keeps getting....its kinda a shame too, it wouldn't be the greatest map, but a more unique one though....for an aim map anyways....
Posted 18 years ago2005-07-22 22:54:38 UTC
in Elevator tutoring please!!! Post #122855
as you can see in my first screen shot, the bottom orange square is the start point and the top one is the stop one, and the purple one is supposed to be the trigger_auto...
Posted 18 years ago2005-07-22 19:16:19 UTC
in Elevator tutoring please!!! Post #122839
I did that but it still went to the center...
Posted 18 years ago2005-07-22 19:07:39 UTC
in Elevator tutoring please!!! Post #122835
Ok, the bottom of the elevator (named CT Mid) keeps going to the very center of the map, i dont know why??? I gave the brush func_train, and then i set the first path_corner right where the center of the evlevator bottom is, I named it CT Mid 1, then i put the second path_corner right where i want the elevator boottm to stop and named it CT Mid 2. I made CT Mid 1 go to CT Mid 2 and Stop there also... I use trigger auto to trigger CT Mid, and made i its trigger state to "on"..... i dont know why id doesnt follow its path...???
Posted 18 years ago2005-07-22 19:01:52 UTC
in Elevator tutoring please!!! Post #122832
Posted 18 years ago2005-07-22 18:59:51 UTC
in Elevator tutoring please!!! Post #122830
Posted 18 years ago2005-07-22 18:58:41 UTC
in Elevator tutoring please!!! Post #122829
Ill move it, im just trying to get it to work....
Posted 18 years ago2005-07-22 18:52:02 UTC
in Elevator tutoring please!!! Post #122825
sorry, didn know lol, im on it!!!!!
Posted 18 years ago2005-07-22 18:47:44 UTC
in Elevator tutoring please!!! Post #122823
User posted image


i hope this helps....
Posted 18 years ago2005-07-22 18:39:03 UTC
in Elevator tutoring please!!! Post #122820
I did that and for some reason the bottom of the elevator is right under were i spawn not where i have it set up to go..
Posted 18 years ago2005-07-22 18:16:24 UTC
in Elevator tutoring please!!! Post #122817
Do i trigger the func_train "CT Mid" (the bottom of my elvevator that rises up), then delay before trigger 0, and trigger state "on"???
Posted 18 years ago2005-07-22 18:07:47 UTC
in Elevator tutoring please!!! Post #122814
I dont know where trigger_multiple is??? "you can use any form of trigger to start the elevator, such as a trigger_multiple, that can start the elevator every time the player moves onto the platform. I want to use this so at the start of the round it will automaticaly start to go up, I just dont know where it is located, but then i have to make sure that the elevator doesnt go back down.....
Posted 18 years ago2005-07-22 18:02:35 UTC
in Elevator tutoring please!!! Post #122811
I already read that and im still confused...
Posted 18 years ago2005-07-22 16:47:56 UTC
in Elevator tutoring please!!! Post #122800
OK, let me tell you my idea so you can mabe understand what i want to do...and then teach me what to do.....:D

I want to make a map so that at every round start, the floor which the spawn points are located (under the main floor) will rise up to the top floor which will be the main fighting area. I want them to automaticaly raise up without any buttons being pressed, and then I want them to stop and never go back down. Im new to elevators and even newer to even trying to make something automaticaly at the start of a round!!! Any help would make ME VERY HAPPY!!! :biggrin:
Posted 18 years ago2005-07-22 13:35:48 UTC
in Invisible Wall (Undesirable Effect) Post #122753
Im might be getting confused, but whats a clip brush, it might help
solve a problem im having with one of my maps.....
Posted 18 years ago2005-07-22 00:17:32 UTC
in boat ? Post #122613
could you maybe make water, and make a very skinny brush (Like 1 unit thick) over it or mabe like 4 units below the top water level and drive your car/boat over it still???

P.S. make the very skinny brush invisible....????
Posted 18 years ago2005-07-21 19:08:42 UTC
in Impenatrable walls / -wadincluded Post #122601
I DONT UNDERSTAND THIS NULL STUFF, I TRIED LOOKING IT UP BUT I HAVENT FOUND ANY INFO ON IT!!!! stupid null, and stupid caps lock!!! :zonked: :cry: :aghast: :confused: :x :( :nervous: :tired:
Posted 18 years ago2005-07-21 15:46:56 UTC
in Impenatrable walls / -wadincluded Post #122563
Its for Counter-Strike 1.6 and I dont know anything about null textures, im going to try to look it up now... also isnt there a way to edit posts??? i dont like double posting.. :zonked:
Posted 18 years ago2005-07-20 22:44:53 UTC
in Impenatrable walls / -wadincluded Post #122386
I made the brush texture '{Blue' so it was invisible, rendermode 'Texture' and FX Amount '0', but its still not bullet proof....

Im going to try:

I made the brush texture '{Blue' so it was invisible, rendermode 'Solid' and FX Amount '0' :confused:

No luck, and i dont know what to try next???
Posted 18 years ago2005-07-19 23:19:53 UTC
in can't buy def kits? Post #122174
well once you creat an acctually buy zone they disipear unless you have deleted the buy zones you created and they still didnt pop up
Posted 18 years ago2005-07-19 22:30:50 UTC
in CARVIVINGHELPP Post #122167
You only select the hallway and hit carve, BTW CARVING IS VERY BAD AND SHOULD NOT BE USED IF IT IS POSSIBLE NOT TO!!!!
Posted 18 years ago2005-07-19 15:10:27 UTC
in ZHLT Post #122100
well, I had the same problem you had, i think this needs to be sticked untill they fix there links!
Posted 18 years ago2005-07-19 15:08:12 UTC
in Impenatrable walls / -wadincluded Post #122099
Ok, Ill try that, the map is also uploaded now, I almost think i should start a text file on how to do things like : func_wall, rendermode 'texture', render amount '0' = Totally Solid Invisible Brush : It would help me remember how to do things and i wouldnt have to spend all day trying to figure it out lol!!!!

I tired the texture 0 thingie but it didnt seem to work....
Posted 18 years ago2005-07-19 14:53:36 UTC
in Impenatrable walls / -wadincluded Post #122094
Ok, I know how to do the -wadincluded thing now thanks you you guys and a tutorial on it, but i dont understand the null texture, can it be null and still be invisible??? I want to make the see through part of my map still see through but non shoot through-able.. if you could show me an exaple pic it might help me understand quicker. Ill up load my map (prolly a really crappy one by your standards lol) so you guys can take a look at it to see what i mean. :D
Posted 18 years ago2005-07-19 11:28:50 UTC
in Impenatrable walls / -wadincluded Post #122051
I was making a map with a one way window kind of thing, but i dont want them to be able to shoot threw the oneway window. I was wondering how i would do this, ive been trying differnt things but none of them have worked.

I was also wondering how i use the -wadinluded command so that i dont have to worry about giveing out any wads for my map.

Thanks for any answers!!!
Posted 18 years ago2005-07-19 11:19:12 UTC
in boat ? Post #122046
Sounds cool, you think you could show a screeny of what your boat looks like when its done plz.... And also if you get it to work what you did EXACTLY, i want to make a boat map but didnt find anything on it so i figured it was not a good idea to try it/ wasnt possible... :biggrin:
Posted 18 years ago2005-07-19 11:13:32 UTC
in ZHLT Post #122043
http://go.download.filefront.com/3941436;30ebcb458d9619da;5dede31028122438ae5c36f882134dd95691f183bbe131c7643f25e1d5be7807eeb5f08400eac3b4 Try that link, i cant find it on their site using the search, but i downloaded ZHLT 2.3.1 off of it, If anything i hope you just have to sign up to download it, but its free... Good Luck and if this link gets you the download PLEASE reply!!!
Posted 18 years ago2005-07-17 18:55:42 UTC
in Custom Sounds Post #121697
You use the "trigger" to trigger when the music will start playing, :example: a person walks into a room, you have the music trigger in the room, so when that person enters that room they will hear the music because they have triggered it to come on....i hope this helps explain it, i would get more into details but ive never done it yet, and i hope i AM right...
Posted 18 years ago2005-07-17 13:10:49 UTC
in Recreation=Stealing???? Post #121596
Nope, Its non of those....
Posted 18 years ago2005-07-16 20:21:07 UTC
in Recreation=Stealing???? Post #121383
When i played CS 1.5 there was a map called aim_mp5 (i believe it was that name) but now i cant find it, i downloaded an aim_mp5 map for steam but its differnt, so i was wondering if i make a recreatin of the map is it still concidered stealing????
Posted 18 years ago2005-07-16 20:17:28 UTC
in Put the lights out Post #121381
Sounds like a leak then right??? :cyclops:
Posted 18 years ago2005-07-16 20:13:46 UTC
in Help a brother out! cs mapping Post #121380
OH, ok that make sence, i didnt know how you could feel so useless if i answered your question lol
Posted 18 years ago2005-07-16 15:56:08 UTC
in Help a brother out! cs mapping Post #121303
I still dont get what your promblem is, i gave you an answer about the "team" starts...... :
Posted 18 years ago2005-07-16 00:16:10 UTC
in Help a brother out! cs mapping Post #121084
info_player_Start is for CTs and info_player_deathmatch is for Ts, they wont show up as modles, just as green rectagles, there just the spawnpoints.......Hope that helps
Posted 18 years ago2005-07-16 00:10:05 UTC
in Few Questions Post #121083
Thanks, i dont have time now since its already midnight (wow, how time flys) but i will do it soon

I made the door following the instructions off of this site. There a little hard to follow but basicaly i made a brush with the door texture, then i made another brush using the origin texture and put that at the edge of my door and made them both func_door_rotate, then i grouped them and made them a func_door_rotate, the door opens using the use key (i checked that flag ((will end up unchecking it now lol))) and thats how i made my door......
Posted 18 years ago2005-07-15 20:45:38 UTC
in Few Questions Post #121072
When answering the questions (and or the mini questions in side the qusetions) please specify the Question number please in your responses...

1. I made a functioning door, the problem is i cant figure out how to get it to work both ways, i can walk out of my room, but i cant get back in it.

2. How do i make the door open without haveing to use the "use" key?

3. I want to make an outdoor map, so is the only way to get a sky texture is to make a sky box?? (if it is why is a sky box bad)

4. I used the clipping tool to make an opening for my door, when i did this it sliced all my walls up, i dont know if it was becauce i used the clipping tool wrong or if i should have used the "carve" tool. (I heard this is bad to use) Too the real question--> Is there a way to make the wall segments one again??? My textures look alright except you can see the lines of where the brushes meet. :(

5. I was also reading a tutorial (dont remeber where anymore) and it showed how to make "better" rooms. They made a room with 4 brushes for the walls and such. But then they used the Vertex tool to make the walls meet each other at a 45 degree angle. (Is this better somehow??

Thank you for any reasponses!!!!
Posted 18 years ago2005-07-15 11:52:01 UTC
in wierd camera problem Post #120997
Do you use the w,a,s,d keys to move around in the 3D view???? :
Posted 18 years ago2005-07-15 11:44:46 UTC
in Way around Compiling Problem?? Post #120996
Oh, ok thanks, ill remember that.....
Posted 18 years ago2005-07-14 19:03:30 UTC
in Way around Compiling Problem?? Post #120898
I FIXED IT!!!! WOOT WOOT thanks to your guys help of course, but i made a simple cube, hollowed it out placed to spawn points (T and CT) and a light_enviroment entity and there was a buy zone when i played T, how come????