Forum posts

Posted 14 years ago2009-12-12 17:45:33 UTC
in path_track won't parent! (CS:S) Post #276569
It's not the weapons man, I've already parented a bunch of crap to the gun, a trigger_hurt, an env_shake and some other crap, but the path_tracks won't parent to the gun. I tried parenting them to a brush but that didn't seem to work either.
Posted 14 years ago2009-12-12 16:56:46 UTC
in path_track won't parent! (CS:S) Post #276565
Thanks for moving my topic without helping me with it (Y).
Posted 14 years ago2009-12-12 15:03:06 UTC
in path_track won't parent! (CS:S) Post #276561
I've got a map where a crow is flying around. First it just flies around in a kind of a circle around the map but I've got an AK47 that generates EnableAlternatePath on one of the tracks in the cycle when OnPlayerPickup happens.

So far this works, when I pick up the AK47 the crow finishes his current cycle and then derives on to the new path, however, all of the path_track entities that I parented to the AK47 end up getting compiled into the origin of the map. I tried parenting them to a func_rotating that I then parented to the AK47 but still the paths end up being in the origin of the map at height 0... what can I do?

Wrong forum. Moved.
Posted 18 years ago2006-04-17 11:16:40 UTC
in Competition 20 Post #174788
I submitted mine the second day of the competition... it's shit though because there's nothing to work my idea on... oh well... at least its not surreal like i was going to make it...
Posted 18 years ago2006-04-17 10:16:05 UTC
in Its already been brought up ! Prefabs!!! Post #174781
prefabs are great! I often use prefabs for things I dont know how to make in HL or CS so then I learn something for next time! Just recently I used an elevator prefab in a map, and know I've made a transporting device which uses an env_shake, and I actually know how the env_shake works! :nuts:
Posted 18 years ago2006-03-25 20:56:43 UTC
in Error: File read failure -- CS 1.6 Map Post #170925
CS 1.6 map created with hammer and compiled with the batch compiler.

I made loads of func_walls to decrease compiletime and I have a func_pendulum, in case that changes anything.zw
Problem Map Link: http://twhl.co.za/mapvault_map.php?id=3802
Side note: I was getting leaks when I closed areas off so, I skyboxed
Error Log:

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: "C:Program FilesHalf-Life EditingHL-CompiledHL1 ToolsZHLThlcsg.exe"-nowadtextures -wadautodetect "C:Program FilesValve Hammer EditormapsXXnonameyetXXcs_timeville"
Entering C:Program FilesValve Hammer EditormapsXXnonameyetXXcs_timeville.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(8.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.59 seconds)

Using Wadfile: C:Program FilesValve Hammer Editorwadscstrike.wad
  • Contains 6 used textures, 3.49 percent of map (123 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadsliquids.wad
  • Contains 1 used texture, 0.58 percent of map (32 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadsxeno.wad
  • Contains 5 used textures, 2.91 percent of map (264 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadshalflife.wad
  • Contains 75 used textures, 43.60 percent of map (3116 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikechateau.wad
  • Contains 1 used texture, 0.58 percent of map (136 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_747.wad
  • Contains 1 used texture, 0.58 percent of map (143 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_assault.wad
  • Contains 4 used textures, 2.33 percent of map (22 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_bdog.wad
  • Contains 6 used textures, 3.49 percent of map (132 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_dust.wad
  • Contains 16 used textures, 9.30 percent of map (28 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_havana.wad
  • Contains 1 used texture, 0.58 percent of map (122 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_office.wad
  • Contains 8 used textures, 4.65 percent of map (102 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_airstrip.wad
  • Contains 1 used texture, 0.58 percent of map (69 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 10 used textures, 5.81 percent of map (24 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_piranesi.wad
  • Contains 1 used texture, 0.58 percent of map (160 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_vertigo.wad
  • Contains 2 used textures, 1.16 percent of map (19 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikeitsitaly.wad
  • Contains 18 used textures, 10.47 percent of map (99 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-striken0th1ng.wad
  • Contains 3 used textures, 1.74 percent of map (8 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-striketorntextures.wad
  • Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
  • Contains 13 used textures, 7.56 percent of map (162 textures in wad)
Warning: More than 8 wadfiles are in use. (18)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 16 additional animating textures.
Error: File read failure

--- END hlcsg ---
Posted 18 years ago2006-03-25 18:29:29 UTC
in ED_ParseEntity: closing brace without... Post #170907
no it never worked, only for source which doesnt work on my computer anymore btw
Posted 18 years ago2006-03-25 18:20:05 UTC
in ED_ParseEntity: closing brace without... Post #170904
I cant run from hammer if thats what u mean i use the batch compiler
Posted 18 years ago2006-03-25 17:46:46 UTC
in ED_ParseEntity: closing brace without... Post #170901
wow man this rad is gonna take hours upon hours.. its STILL compiling (not even 10% yet)
Posted 18 years ago2006-03-25 17:23:09 UTC
in ED_ParseEntity: closing brace without... Post #170896
how do you do fast rad?
Posted 18 years ago2006-03-25 17:03:23 UTC
in ED_ParseEntity: closing brace without... Post #170891
I have gotten an error which terminates CS, this is what I did.

1: Built a map (3 weeks)
2: Compiled without Vis or Rad (very short compared to with Vis and Rad)
3: Started Counter-Strike through Steam (some minutes)
4: Entered into console: "map cs_timevilla" - this starts a localgame with that map.

after the previous steps the game started to load but then an unexpected 'Fatal Error' occured stating: 'ED_PraseEntity: closing brace without data'

Click OK > Everything shuts down
Click X > Everything shuts down

Any help will be appreciated, Thanks in advance.

Problem Map:

http://twhl.co.za/mapvault_map.php?id=3801
Posted 18 years ago2006-03-25 15:49:53 UTC
in CS1.6 Map - Erroraneous - Help PLS. Post #170877
:zonked:
I have made a map which took me three weeks, and now as I compile it for the final time it has an error which I cannot fix, below is a link to my map's RMF file and I hope that somebody will be able to resolve the issue.

http://twhl.co.za/mapvault_map.php?id=3801
Posted 18 years ago2005-12-17 09:08:46 UTC
in Timer for doors? Post #152791
oh thanks dorian, turns out the door was bad :glad:
Posted 18 years ago2005-12-16 16:33:45 UTC
in Timer for doors? Post #152676
:zonked: i knew you guys would just point me to some wierd direction :cry:
Posted 18 years ago2005-12-16 15:35:30 UTC
in Timer for doors? Post #152667
oh im sorry i didnt specify:

this is for a map and the doors have to restart per round. (CS)
thanks for trying :P lets see if anybody can help
Posted 18 years ago2005-12-16 15:09:13 UTC
in Timer for doors? Post #152663
:quizzical: Ive got a couple of door that are supposed to open when X seconds in the round are up, however I dont know how :nervous: please give me full instructions on how I can achieve this
Posted 18 years ago2005-10-15 11:30:05 UTC
in Teleport w/ Multiple destinations? Post #141652
I have no idea what any of you are trying to say to help me :zonked: :
Posted 18 years ago2005-10-15 08:38:59 UTC
in Teleport w/ Multiple destinations? Post #141608
where is it supposed to go?
Posted 18 years ago2005-10-15 08:27:02 UTC
in Teleport w/ Multiple destinations? Post #141605
:confused: I know this is possible for source, but is this possible for cs 1.6? :lol: sorry I might be askin silly questions, but Im trying to make a map with random teleport destinations, because then I can have one teleporter that teleports you to a different room than the next person that goes on it!