Forum posts

Posted 20 years ago2003-10-20 18:18:45 UTC
in Mod making (Vassy?s Style). Post #2944
Yeah, yeah, I knew it :D. You?re very kind.
Posted 20 years ago2003-10-20 10:28:40 UTC
in monster targets Post #2932
You could use an elevator with it?s func_tracks (wasn?t it?, help!!!) below any monster and set the monster flag to "Prisioner" so it won?t move...
The elevator could be a platform with a totally transparent ("{blue", I think) texture applied (and with the render mode set to texture and 255) so it wont be visible.
If you make the elevator 1 or 2 units high it won?t block the player if he tries to pass below the monsters and if you make it from a 32*32 (I think it?s the size of Headcrabs) it won?t make the player jump if he passes near the monsters.
The monsters would keep on jumping if they are killed but if you trigger the elevator moving to the floor (and standing there) whenever the monster is killed it won?t give any problems.
There is also an entity that pushes things, Trigger_push, I think. I never used it, but you could check it out in the entity guide.
Sorry for my english, I?m sleepy...
Posted 20 years ago2003-10-20 03:44:47 UTC
in Scripting + Saving strange stuff. Post #2924
It could work but before I?ll re-check it all again, it?s the only way to learn :D.
Posted 20 years ago2003-10-20 03:43:31 UTC
in Mod making (Vassy?s Style). Post #2923
Thanks, I would have done it myself (ahh, good old ms-dos days...) but you saved me the time for remembering those commands...
I?ll wander around to see how the statistics thing work.
Posted 20 years ago2003-10-19 18:46:12 UTC
in Scripting + Saving strange stuff. Post #2911
I set up a group of marines to teleport into an area and follow some individual Scripted Sequences to reach out for the player?s situation.
It works fine whenever you play it but if you quicksave before triggering the Trigger_once that starts the whole thing, the marines don?t work well, first comes one, then another and then the third, instead of coming all together.
Does anybody know why it happens?.
Cheers.
Posted 20 years ago2003-10-19 18:18:19 UTC
in Mod making (Vassy?s Style). Post #2910
Hi!!!.

This post is written on my way of making my first mini mod (it is, a bunch of maps with new sounds and textures that could be a normal bunch of maps but is cooler and of more educative value if I set it to work as a mod).
I?ve noticed that when you copy the Dlls and the cl_dlls the size of the mod goes up to 1.44mb (yeah, like a floppy disk) and, well, that?s almost outsizing the size of maps that TWHL hosts... To reduce it I thought about packing the mod stuff in a ZIP without the Dlls and Cl_dlls and with a .bat file that copies it from the HL installed in the Hard Disk.
How do you like that?, it would reduce considerably the amount of space required to send a small mod.
And now a question: How do I change the stuff that appears on my Mod?s statistics (I mean, when you activate it from HL main menu, these things about version, size and so on).
Thanks.
Posted 20 years ago2003-10-18 22:41:57 UTC
in Triyng to release something... Post #2894
Thanks Kol. Whenever I need it I?ll call on you for it.

PS: I personally like the way you deal with the Hl2 stuff. Quite brave and fair.
Posted 20 years ago2003-10-17 23:18:55 UTC
in Triyng to release something... Post #2842
Before I work into the Keys tutorial I wanted to ask a question.
I?m working on something that COULD be called a mod (note that I said could since It?s my first work and I?m sure that it sucks...) and I?m afraid that it may be bigger than the 2mb that the server allows to upload.
Since I don?t have any server (or knowledge about servers) where I could upload this mod, would it be possible to release it in, lets say, two separated zips?.
That?s all.

Thanks.
Posted 20 years ago2003-10-12 18:58:00 UTC
in What mods do you like and why? Post #2569
I?ve got to add one more Mod to the list... This one is pretty cool, some sort of Blue Shift. Name?s Azure Sheep (sure you know it).
It?s quite big (about 100 mb, I think) but really deserves it.

Cons: Too much hallways, quite hard when playing in Hard mode.

Pros: Loads of action :D. Nice new models. Overall idea.
Posted 20 years ago2003-10-10 20:21:17 UTC
in Tutorial suggestion... Post #2471
Well, the thing is that I planned to do the tutorial with these points:
-Create your own key (brush based, little weird but works).
-Create your own key (model it and use generic_monster since I don?t know how to code a pickable object).
-Set the door.
-Set a series of messages that will inform you whenever the door is locked or when it has been opened.
-Set sounds.
-Set the key pick up method (using or walking over it).
As you can guess, Andy, it?s a very simple thing but I found it attractive, specially for newbies like me. It involves lots of useful stuff (triggers, multi managers, multisources, sounds...) that can be of interest and used in other things (damn, my studies are posessing me, i tend to found it all in connection with other things!!!).
If you want to see the tutorial I?ll send it to you soon for you to look at it and correct.
Be happy.
Posted 20 years ago2003-10-10 12:09:55 UTC
in Trains that Turn? Post #2445
Do you mean to make a train turns left or right when their tracks turn?... Well, I don?t know how but maybe it deals with the angle of the path corner...
Posted 20 years ago2003-10-10 11:57:09 UTC
in Tutorial suggestion... Post #2444
Right, I?ll do this key stuff no one has done before (I think :P) but I don?t know in wich format I should do it... A txt with some Jpgs in a Zip for someone to upload in a proper way???... I wouldn?t care to write the txt and to take the sreenshots (as soon as someone tells me how to take screenshots from Hammer) as well as to do example maps and models and so on if anyone uploads it nicely. Of course, I?ll be credited as author :P.
And on the weapons stuff... Well, I don?t know how to make it so I can?t write a thing. Maybe someone knows how to do it and helps us.
Posted 20 years ago2003-10-10 10:01:27 UTC
in Tutorial suggestion... Post #2438
1- I?ve done something funny: created a model key and then use it for its picking up and opening of a locked door... Do you consider this interesting enough to make a tutorial about it???.
2- I?d consider neccesary for mod makers a tutorial about weapon making for newbies or people who don?t know a word about coding. It could be specially interesting the code section that could be just the code rip with explanations about what things the parts of the code do... Would it be possible to do a tutorial about it?.
And thats all!!!!.
Posted 20 years ago2003-10-10 09:30:40 UTC
in Zhlt comment... Post #2436
Yeah, but I didn?t realise till this morning, I was so stressed trying to import a Milkshape model that forgot about map building... When I discovered I also laughed my ass off :D!.
Posted 20 years ago2003-10-10 08:03:50 UTC
in Zhlt comment... Post #2433
Well, my first post on this forum was about how to make a door opaque, that is, that light could never pass through it.
I tried a thousand different ways but it never, never worked... I specially tried those ZHLT lightflags on and on but never got results. This morning I woke up happy and tried something, I installed those Zhlt tools... And well, whenever I tried this flags they worked!!!!!!!.
I just wanted to tell everybody that those Half-Life specially designed tools are cool, I mean, they were made for Half-Life (original compiling tools are Quake tools, I think) and tough they are too strict in their level building (won?t build up a thing if there is an error in the map, anyway, this will make mapping skills grow!!!) they give nice a more realistic results...
The thing is that I invite everyone to try them and see if they are convincent enough. That?s all.
Be happy.
Posted 20 years ago2003-10-07 04:41:33 UTC
in What mods do you like and why? Post #2289
Yeah Vassy, Playing Poker dogs :P... Actually they?re playing pool :D. This one?s called "The Ripper" and it?s done by Arthur Sarnoff, who did lots of stuff like that... for me to include in my maps :).
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-06 17:28:45 UTC
in What mods do you like and why? Post #2262
My favourite mod is... Opposing Force... And just for one reason: The Desert Eagle Gun!!!!!!!!!!!!!!. It?s damn fun, pity that I will never be able to code weapons for Half Life, I even did a BIG gun model!!!!...
Posted 20 years ago2003-10-06 17:26:09 UTC
in The first word: Post #2261
Well, I get the inspiration from riding my bike and thinking "It would be great if in Half Life..."... Before "Half Life" was "Doom Legacy" and before it "Unreal tournament" and before it "Duke Nukem 3d" and before it... "Doom"... I only accomplished something in Doom anyway.
The thing is that I come up with ideas whenever I?m doing something which doesn?t require my attention!!!.
Posted 20 years ago2003-10-03 20:38:34 UTC
in Dark... Post #2121
Maybe it?s just a light problem... Try to give a Minimum Light Level of 1 to the Door (in "properties"). If the door is textured you should set some lights near the faces that are seen on black... Remember that the lightining of walls and moving entities will stay the same (it they move) that when they were rendered.
Posted 20 years ago2003-10-03 20:35:33 UTC
in Problem With CHANGELEVEL Post #2120
Well, you may be right about those albums... Old School IN FLAMES!!!.
Posted 20 years ago2003-10-03 14:36:40 UTC
in good against good Post #2098
You could try to do some scripted stuff...
I don?t know, make Barney face the scientist and perform his shooting animation... With a multi_manager you could spawn some blood (env_blood would work?), play the shoot sound and kill the scientist as well... I don?t know if there is any way of spawning decals, maybe naming them and activating them with the multi_manager could work in painting floor and walls in red :P.
Posted 20 years ago2003-09-28 19:00:24 UTC
in Glowing Switches in Dark Rooms... Post #1816
Well, here?s another one...
Imagine a room with a lamp. The lamp has a light entity above and this light entity is triggered in/off by a switch on the wall.
Whenever the room is lit you can see the switch but when you press it you can?t see it (obviously, light has gone)...
The thing is, I want to make that switch glow in the dark so you can see it when you turn off the light, you know, something like in the original Half-Life where switches were glowing, telling you to push them.
Anyone knows how to do it?. I?ve tried with Render Fx (Pulse and so on...) but got no results.
Thanks!.
Posted 20 years ago2003-09-28 18:49:47 UTC
in Paths and Doors... Post #1815
Thanks!.
Posted 20 years ago2003-09-26 13:10:47 UTC
in Paths and Doors... Post #1700
I?ll try some scripted sequences if I can make them cycle. You know, the thing is in having the grunt make his guard round. (Poor english :( ).
Thanks a lot Vassy.
Posted 20 years ago2003-09-26 12:54:47 UTC
in Paths and Doors... Post #1698
Yeah, I seem to have ALWAYS problems with doors (instead, I?m just learning to map :P)...
This is my new problem. I?ve got two rooms separated by a func_rotating door. My idea was to have a soldier moving from one room to another using path_corners and, well, the soldier starts moving but blocks when reaching the door because it doesn?t open.
I?ve tried using the fire on pass with the door (and used it on several path_corners) but doesn?t work (on any of them), I?ve also tried some triggers only triggerable by monsters (setting them on the soldier?s path) but doesn?t work nice and it?s so difficult to coordinate.
How can I make the soldier move from one room to another opening the door on his way?.
Thanks.
PS: Does my nickname appear on my posts?.