Forum posts

Posted 18 years ago2005-12-27 06:18:47 UTC
in Func_train damage Post #154722
I think there may be too many possible causes for that problem for me to fix for you without seeing the actual file. Unfortunately, I use GTKr instead of hammer so I can't open .rmf files. Someone else here Hint* Hint* should be able to help you better than I at this point.
Posted 18 years ago2005-12-27 06:12:00 UTC
in Problem alligning texture on objects Post #154719
There are 2 things I need to say about this.
First, Using the texture alignment tool might be alot easier that shifting a brush size to make the texture fit then moving the brush.
I've seen that done, but it's a silly way of texturing. Theres a tool for shifting textures on stationary brushes- use it.
Second, there are tutorials on texturing that I STRONGLY recomend reading hosted on this site. After hearing how you're aligning your textures, I think you need to do some reading and "relearn" what you percieve as the basics for texturing.
Posted 18 years ago2005-12-27 05:19:37 UTC
in Func_train damage Post #154716
Make sure that the origin brush is properly grouped with the platform itself. just being inside it doesnt mean it's grouped. The actual method for assuring this veries from editor to editor. I use GTK and for me to fix that, I would recreate the platform with the origin brush inside it and with all brushes selected (including origin brush) reassign the whole group together as a func_train. A pro HAMMER user needs to chime in and describe the process differences for HAMMER.
The thought is the same though. I'd think that even though you put the origin brush in there, it sounds like its not actually grouped to the platform itself.

feel free to correct me as necessary.
Posted 18 years ago2005-12-27 05:12:56 UTC
in Cannot get .wad file for CS on steam Post #154715
Nem's GCFScape 130 Full
^ this is the prog you need.

http://www.slackiller.com/hlprograms.htm
^Get it on this page.
You can also get this address on the links page for TWHL located on the left of this window.
The problem you have is that the guys over at valve thought it would be cute to recently start putting all the files for HL & CS etc. into a special brand of archive file called a GCF file.
My guess is that using these files allows easier mechanics for the new "check resource file integrity" tool in the STEAM prog.
Unfortunately, this method makes it damn near impossible to access stock HL/CS textures, sounds, sprites, etc. without an external tool.
Fortunately, A tool has been made. I have yet to experiment with this tool because I have just recently encountered this problem.
Posted 18 years ago2005-12-25 20:43:27 UTC
in Problem making hallway Post #154517
This may be an inapropriate comment, but I don't use hammer. I use GTKr that was made for Q3a and It's tools for brush and vertex manipulation make hammer look pretty silly. Of all the maps Ive done for HL and it's mods, I have never had any of the problems that hammer users encounter. For me, a fully textured hall way(even with complex angled walls) can be made in 3 clicks. 1 click to drag out a connecting brush, 1 click for CSG subtraction, the one click for the CSG-hollow.
I've used hammer. and after using GTK, I'll never put hammer back on my system again. It waists too much time doing simple things that GTK does instantly and flawlessly.
I'm sure I may stir up a hornets nest on this subject because GTK has such a different interface and people don't give it a chance, but honestly, It's just a better map editor.
If any one feels brave and feels the desire to kiss all these goofy Hammer related problems good bye, I'd be glad to explain how to get used to it.

Sorry about this post being slightly off key, I think it is at least somewhat relevant though. I wont say anything else about it so don't worry about telling me I'm out of place.
Posted 18 years ago2005-12-25 20:15:56 UTC
in ladders that move Post #154510
Yeah, I've used the steep stairwell trick before, and actually prefer it to the thin blocking method. you dont get the climbing sound, but its more versatile in complex trains. The one I used in a map was actually a ladder that moved accross the ground ontop a small machine and when in position, it would telescope the ladder out the top of the machine. Believe it or not it wasnt that hard to make. that might be a little advanced for this topic though.
Back on topic though, as has been said before, A func_ladder cannot be moved in basic HL. BUT there are many many ways of faking it that are easy and in some cases even "fun" to exploit. be creative.
Posted 18 years ago2005-12-25 20:03:44 UTC
in How thick a wall mut be to shoot through Post #154505
By default, all solid (worldspawn) walls should block weaponfire with the exception of when a weapon was coded to penetrate world geometry. Using the func_illusionary/clip brush as ELON mantioned is the prefered and universal method for achieving this effect and will work in all mods.
I would assume from the nature of this question though that the AWP is what you had in mind? In that case some experimentation may be required with the method Kasperg mentioned. It is from my experience though, that if you want the wall to block everything BUT the high calliber weapons (AWP, etc) you need to make the wall, box, or whatever into a func_wall or func_door even if stationary(if inside the hull) to ensure that the awp will penetrate. I don't know how these weapons were coded so I can't give a specific measurement. It may also have something to do with if there are multiple brushes in the line of fire, and if those brushes share a surface with the void.
If any one has Specific details about this, I would be interested in hearing about proven details here.
Posted 18 years ago2005-12-23 21:51:41 UTC
in C++ Fix Post #154230
I know what he's saying but cannot answer his question.
what he's asking is : Is there some way of making a map that has a feature to it that prevents it from being run on a server that isnt running a special pluggin for AMXmod. He wants to "watermark" his map so that only servers with his little pluggin can load the map.
He wants to make it so people can download and play a map if its on his server, but can't run it on thier own servers without his permision via a special "key" pluggin.

Believe it or not I think that might actually be possible by either exploiting an intentionaly made error that the pluggin nullifies, or perhaps make an "Impossible" entity that the pluggin tells the server what data it is missing. A good example of this is to put a model entity with an impossible file path. This will crash the map, and/or HL. Give that entity a specific name that the AMX plugging can itercept on file load from the map data and impose the correct file path.
I can think of a number of ways to do this, but do not have experience with the coding/capabilities of AMX. Beyond that, I'm not sure what to tell you. I would hope that by asking a question like that, you have the know how to do the pluggin yourself.
Posted 18 years ago2005-12-23 21:31:22 UTC
in Telefragging issue/advanced teleporter Post #154225
The 350 othere entities I mentioned, are not related to this mass teleporter that I'm attempting. They are for world shape control. The beta for this map has already had a few months of active playtesting on the official tactical gamer server and even though its construction is nothing less than exotic, most of the players there enjoy it. It is an NS combat map that has the ability to change its own gameflow/architecture at random and was built to provide an ever changing strategy during play. It has platforms that turn into bridges for alternate paths, sections that relocate themselves to change areas from open to close melee and back, and entire hallways that seal them selves off to force alternate routes and some hallways that actually move to different areas of the connecting rooms to change walking distances. The map is almost humorously complex, but is still fun to play. Ultimately, If I cant get this mass teleporter to work right, I'll just think of another way of implimenting the chaos I intended. The map is a finished product already without this feature and can live without it. I just wanted to know if it were possible to add this little "perk".
The dropout floor almost couldnt work because the map has SOOO many different floor levels. Believe it or not, the server has no difficulties running this map. If I manage to get this "Hidden room victory condition" to work, I'll let ya all know how I did it. Thanks for the suggestions so far.
Posted 18 years ago2005-12-23 21:07:09 UTC
in How to re-enable a trigger_once? Post #154222
Yeah, if it were me, I would use a hidden door entity in conjunction with a trigger_multiple pair on the floors of the team starts so when players respawned at round start, it would trigger the chain once without being able to trigger again without a master. If you were crafty witht that idea, you could even make it so both teams would need players at round start to trigger the event ( to make single players scouting the map events by themselves difficult.) Of course, I'm not sure what exactly this triggered event is, therefor don't know if this idea would have any value.
Posted 18 years ago2005-12-21 09:52:07 UTC
in Telefragging issue/advanced teleporter Post #153697
This is a unique issue and the specifics are critical. I have been googling and searching forums on this for almost 5 hours now and have had no luck.
The problem simply: I need to find out if is possible to teleport all players of a multiplayer level (in unpredictable "mid combat" map locations) into one room with many teleport_destinations without killing any of them. (as many as 18 players).
This will be for an HL1 mod based map.
Scenario: one random player from the server is teleported out of battle uppon firing a hidden trigger (already built and operational) and is put into a puzzle room. Upon completing the puzzle, a trigger_teleport that occupies the entire main map is fired through multimanager/multisource chain. (built and operational as well) The objective is to have every player in the game at that moment no matter where they are, teleported into one relatively small and barren room for an instant deathmatch. After 45 seconds of carnage, whoever is left standing is then teleported back into the main arena with full health.
I have every aspect of this stunt complete and all entites are working fine except I can't seem to figure out how to get everyone in the same room without telefragging. The main arena is already over 1900 brushes textured and done with almost 350 entities controlling it.
I feel silly being this far done with a project while having a problem like this. If there is anyone out there with some tricks on this matter please lt me know.
All players need to teleport at almost excactly the same time.
I'm wondering if maybe its possible to use the change_target trick, but for it to work it would have to be as fast working as the difference in player latency to the server. I don't know if it can work that fast though and don't know if I can find out easily because I can't run the map on the intended server till this feature is finished and test maps are really hard to get 18 players into on a server. My problem solving skills are straining on this one.
Please share any wisdom or suspected remedies. Thank you.
Posted 18 years ago2005-12-21 09:03:05 UTC
in ns mapping Post #153693
Thanks for the heads up and I'll refrain from doing that in the future. Although, my thought is that anyone with the same question in the future wouldn't have to post about this again because now the question has been answered in the same thread. Just a thought, even though maybe a bad one. Ok. I'll shut up now. Sorry, it was my first post.
Lastly: I just came accross the note on thread necrophilia in the general rules section and will follow this more carefully in the future.
Posted 18 years ago2005-12-21 07:26:09 UTC
in ns mapping Post #153684
In the rare event that someone else needs this info, (simply said because of the age of this post) WHEN mapping for NS, it is the actual filename itself that dictates how the mod will run the map. example: a Combat map needs to be called co_mapname, and an NS map needs to be called ns_mapname. what that means is that any map can be used in both modes (assuming it has all the necessary entities) simply by changing the name of the file.
I use this trick for testing parts of NS maps before they are finished, because NS mode maps require MANY entities in place before the game will run them properly and sometimes I just feel too lazy to set up all those things just to test something.

Finding answers like this is a real chore for the NS mapping community due to limited resources and I've had to discover many of them myself. NS mapping has many qwerks and the game itself can be very picky about what it expects from the map itself.

If I see any NS specific questions, I will make it a point to answer them if I know the answer.