Forum posts

Posted 17 years ago2006-06-26 10:53:57 UTC
in AIScripted_sequnce/Scripted_sequence Post #186999
I cant use spirit, it mucks around with the Opposing Force FGD im using for the cooler monsters and weapons like the "Vortigaunt" or the "Displacer Rifle".

Might it be an idea to make myself a miniature model of the grenade and have it move as a function train into the window, then have the window explode with and Env_explosion for enhanced realism - i could even make it ricochet for some sort of interesting scene... Thanks for the help

PS, what would happen if i was to have the AIScripted_sequence "Move to position" tab set to "No" - would the grenade travel to the target, or would it just blow up in his face again (i would use another AIScripted_sequence to get him to the firing position) :biggrin:
Posted 17 years ago2006-06-25 16:24:02 UTC
in Construction tools... Post #186848
I seem to have stumbled upon a Conversational niche here :P
Posted 17 years ago2006-06-25 16:04:29 UTC
in Phantom Brush Post #186846
I had a problem like this where a cylinder would appear in the middle of a coridoor. I fixed it my drawing a selection box around the ara where it should be, and that selected it. However, this may not solve you problem. You are sure it simply isnt hidden, try clicking on the "Show all hidden brush" tab to make sure - but i doubt thats the problem...

I appolagise if this wasnt any help, i have a habit of occasionally sending in incompetend assistance (though never to here before) :biggrin:
Posted 17 years ago2006-06-25 14:47:28 UTC
in AIScripted_sequnce/Scripted_sequence Post #186840
I have been trying to get a human grunt to shoot a window, using a scripted/aiscripted_sequence. I have set the sequence to the action of firing a grenade from his rifle. But the problem is, the grenade explodes in front of him instead of being proppeled into the ai-scripted sequence. How do i get him to shoot the sequence (or whatever i should be susing)? :biggrin:
Posted 17 years ago2006-06-25 06:05:43 UTC
in Yet another mapping query... Post #186794
ive sorted the problem - the scripted sentance's volume was set to '0'. so it was playing, i just couldnt hear it. "Lol" says my work colleage

This morning i got a warning coming up while a map was loading saying that "Bad Surface Extentes 9440/0" what does this mean and how do i fix it? :|
Posted 17 years ago2006-06-25 05:21:48 UTC
in Short 'X number of' surfaces Post #186789
Thankyou Rowleybob - however, simplifying the map isnt an option - this room is allready looking like its made of lego - that how unexotic it is (im not sure unexotic is actually a word but never mind). Im due a new computer in late july, so ill just wait till then an upgrade my graphics to Open Gl which eliminated the problem on my current computer - the only reason i havent switched over to it just now is that it's at a frame rate similar to most 70s animations. :biggrin:
Posted 17 years ago2006-06-24 17:35:59 UTC
in Yet another mapping query... Post #186748
any suggestions? :biggrin:
Posted 17 years ago2006-06-23 12:20:39 UTC
in Short 'X number of' surfaces Post #186550
I did - there are no problems - it only occurs when im playing the map. Odd.
Posted 17 years ago2006-06-23 11:37:00 UTC
in Short 'X number of' surfaces Post #186543
I have experienced a rather serious glitch while playing a compiled map...

When i look at something from a certain angle/inclination inside one of my compiled maps, many of the brushes dissapear and the message "Short 'X' surfaces" appears. ('X' being a random integer)

This is grotesquelly annoying - a solution would be much appreciated.
Posted 17 years ago2006-06-23 11:29:17 UTC
in Yet another mapping query... Post #186540
I have decided to post the next problem in this thread as well, just for convenience: When using scripted_sentances, the scripted_sentace fails to activate.

I have named it "Talk", and it is targetted by a func_button (in this case anyway). It then have its "listener type" set to player, and the "sentance name, set to a simple "Scientist ok" group that was on the sentances txt. file when i started. The speaker type is set to "monster1" (which is a scientist incidentally)

Why isnt it working? what am i missing?

I followed the tutorial unneringly three times each with similar results...
Posted 17 years ago2006-06-23 03:21:27 UTC
in Construction tools... Post #186482
What program did the original programmers of Half-Life use to create their games?

And where can i download it/buy it (that is if its not a restricted program like the many at my workplace)

PS Nightshift sucks (and it always will)

PPS - what in god's name are these: :cyclops: and :thefinger: ?
Posted 17 years ago2006-06-23 03:16:53 UTC
in Yet another mapping query... Post #186481
Thankyou, thats fixed the problem. Its just my luck to have something as simple as a missing origin brush...

I still have problems with the two turrets moving in sync with each other though... - one seems to move before/after the other.
:D
Posted 17 years ago2006-06-22 17:08:36 UTC
in Yet another mapping query... Post #186435
Thankyou for the help - i have just tried what Zeeba-G said - but it only controls one of the turrets - the first one that i placed- Jimmi's idea seemed to work though.

However, to change the subject away from the Func_tank, i have yet another question (So much knowledge required, so little time...)

I am trying to get Func_tracktrain in my map.

When i put a func_tracktrain in the level (along with path_tracks, and func_traincontrols), the train appears apparently randomly far away from where the path is. What is going on?

It moves along a non-existant path that is approximately twice the diameter of the original path. How do i fix this?

PS, a miniature tutorial could be useful eg. "add one of these, place one here, name it that" and so on - just a thought... :biggrin:
Posted 17 years ago2006-06-22 03:35:21 UTC
in Yet another mapping query... Post #186314
Just out of curiosity - how would i control such a group of entities - as far as i know - a func_tankcontrols can only control one tank at a time - how ould i configure it to control the turret and the barrel simlultaneously?
Posted 17 years ago2006-06-22 03:13:43 UTC
in IDEAS WANTERD!!!! Post #186310
Tetsu0 - I plan to.

Rimrook - will they literally attack it though - last time i treid something like that they simply pointed their guns at it - ill try again though...
Posted 17 years ago2006-06-22 03:10:38 UTC
in Yet another mapping query... Post #186308
No - i simply mean like a common tank.

I tried what doctor cheese suggested - but nommater what i set the roation speeds to, the never move in sinc with each other. I decompiled the map "Surface Tension" and looked at the tank there and replicatd its settings - but they didnt move in sinc with each other...
Posted 17 years ago2006-06-21 15:38:38 UTC
in Yet another mapping query... Post #186273
Im curious as to if it is possible to have a turret that moves along a horizontal plane, while simultaneously have a barrel that can move up and down without moving the rest of the turret? any help would be appreciated.
:biggrin:
Posted 17 years ago2006-06-18 14:22:13 UTC
in Entities continue into next level! Post #185698
Thankyou very much - that has solved the problem. THX :biggrin:
Posted 17 years ago2006-06-18 13:02:35 UTC
in Custom "movie" textures Post #185670
would it be possible to create a sprite to do this wherever i place it?

And would i be capable of creating moving switches in this mannor as well?
Posted 17 years ago2006-06-18 12:18:25 UTC
in Custom "movie" textures Post #185655
im curious as to if it is possible for me to record something on a digital or web-camera and put it somewhere in my mod as a texture - for instance having a "movie projector" in a level and have, say, a film of my dog chasing his tail - is this possible?
Posted 17 years ago2006-06-18 06:13:43 UTC
in Entities continue into next level! Post #185600
I was mapping a few days ago when i came across an interesting occurecne: I had a monster generic and an humangrunt_ally in a map - and they were nowhere near the trigger_changelevel - but when i went to the next level - they were spawned in the level as well - and i cant get them to go away. THey arent there when i load the map individually - just when i chang-level inside the game.

How do i stop this - it is rather infuriating running into hovering dead headcrabs and black-op members all over each level. A i progress through the various levels - there are so many dead enemies hovering in the level that the frame rate drops to between 2 and six.

I am going away on a business trip for the next week - to return to a solution would be most appreciated... Thankyou.
Posted 17 years ago2006-06-14 11:11:59 UTC
in Computer freezes during compiling!!! Post #185104
Another new problem. This time during compiling using Zoner's tools, the computer comes up with a error message saying "Hlbsp has caused an error in HLBSP.EXE, hlbsp will now close".

How do i fix this problem?
Posted 17 years ago2006-06-14 06:21:31 UTC
in Computer freezes during compiling!!! Post #185051
I have downloaded ZHLT and it loads, after between five and seven hours. After that, when im actually in the level, it comes up with a message saying that im "missing 'x' textures" and many of the object in the map dissapear or at least go see through until im standing directly beside them.

And in answer to Seventh-Mokey's question, we have night shift here simply because our two super computers (imaginatively named 01, and 02) need constant surveyance to make sure they dont crash - as if they do, its not a simple case of re-booting them or taking them back to factory settings. It took as many as three weeks to bring them back online the last time they crashed. So the bosses figured that instead of leaving only the security and the maintainance personel, to save money, they might as well bring in the scientists to work with the supercomputers (eg. Me and the 28 under me, and the other eight symetrical nightshift teams).
Posted 17 years ago2006-06-13 11:00:24 UTC
in Computer freezes during compiling!!! Post #184960
so i simply select Zoners' bsp, cfg and so on instead of the ones suppleid with hammer, right?

And i do speak the language, just not particularly well - i live in an english speaking sector which as one can guess doesnt use russian very often, the only russian i picked up is from my wife and a few of my work colleagues.

Theres actually more french people here than there is any other nationalities in my work team. Russia decided to join the robotics market 20 years ago and selected a few promising students from across the globe (excluding america which i find very infuriating considering my childhood hero was Niel Armstrong) and drafted them here to compete in the Robotis Engineering market.

PS, Nightshift sucks
Posted 17 years ago2006-06-11 14:39:53 UTC
in IDEAS WANTERD!!!! Post #184748
Thankyou. Ive settled on an idea suggested by a work colleage using severla glass cylinders with a panel at the front which plays the description of the mosnter. The tube also has a "Terminate Subject" switch at the other side which, well, terminates the subject...

Apparently, my buddy stole the idea from a combination of the old 1980's Star Quest series, the 1960s "It came from outer space" and of course, his favourite, "Incarceration on the Ark" (a russian 1987 comedy/drama series that we used to watch when we first came to Russia) which is where the glass holding tubes came from.

I plan on putting a variety of live models in them and having them react in different ways to your approach, which reminds me, is it possible to get a monster to attack an innanimate object?
Posted 17 years ago2006-06-11 14:33:28 UTC
in Computer freezes during compiling!!! Post #184747
Ive downloaded the zoner tools and i cant seem to get them working - how to i get them to compile a map?
Posted 17 years ago2006-06-11 14:28:40 UTC
in Computer freezes during compiling!!! Post #184745
One of the problems which origonally forced me to use a sky box is that the plane gets shot down and you get blown out of it. I thought about having a small tube covered in sky textures that you fall down, but then the plane dissapears (its a fairly big plane)

I suppose i could force the player to stay in the aircraft and have the aircraft bank and pitch as a func_train would and place a few env_explosions around it to make it look like a missile hit it. Any ideas?

And in ancswer to "Seventh-Monkey's" question, ive lived in russia for 18 years now - still stuck on the same old night shift as well. Night shift sucks.
Posted 17 years ago2006-06-11 03:37:04 UTC
in pak0 Post #184645
I have some experience with editing the pak0 file (having created my own) but i've never came across not being able to import the model. Ive had it freeze during saving the edited PAK, but never has importing it been a problem.

When you say you cant import them, do you mean when you go to "import files" and select the said files, that they do not arrive in the list of the PAKs contents

It may also be an idea to place all the edited/new models in its own folder and importing this instead of individual folders. That is what i always done...
Posted 17 years ago2006-06-11 03:32:02 UTC
in Computer freezes during compiling!!! Post #184644
Its frozen at other maps as well, but i fixed them simply by restarting my computer and/or closing hammer with ctrl+alt+del and restarting the compile.

Last time i checked the face count, i was well within limits.

I have a fairly large "sky box" in the level ( the only reason im using this is because the level is inside an aircraft, and it looks odd to miss out the ground or any other face of the box) do you think thats whats causing th problems?
Posted 17 years ago2006-06-10 20:00:06 UTC
in Computer freezes during compiling!!! Post #184626
I wait on average an hour for it to come up (usually i busy myself with some office work during this - just so you know im not some sort of nooby computer nerd) before trying to remote access it.

My ram on this computer is about a gigabyte - which is probably more than adequate.

I looked through the compile list from the last time i got the map to compile, and couldnt see a single error. I sent it down to a branch of my office (to someone who was off-duty of course) who had a look at it, he also couldnt spot anything.

I also wondered two days ago when this occured if i was using too many faces/edges and so on. Any ideas on the subject?
Posted 17 years ago2006-06-10 19:52:56 UTC
in IDEAS WANTERD!!!! Post #184624
Im looking for several examples of "monster museums". I have considered having several glass cells with the monster in question contained within. At the front would be a switch which activates a recording of me describing the said monster.

Any other ideas and opinions are welcome... :biggrin:
Posted 17 years ago2006-06-10 19:48:59 UTC
in Computer freezes during compiling!!! Post #184622
Im using the tools that came with hammer.

I tried using ctrl+alt+del, and a variety of other protocols including accesing my computer from another via a LAN connection - the computer simply stops responding?
Posted 17 years ago2006-06-10 19:41:07 UTC
in Computer freezes during compiling!!! Post #184620
I have came across another instance where my computer has frozen during compiling. Although it has occured before - and i didnt think much of it then - this time however, Hammer (and worldcraft before) will not compile it after i restart my computer - it jsut freezes again. I thought about downloading different compiling tools, but i thought it would be best to discuss it on the forums first...
Posted 17 years ago2006-06-08 12:35:49 UTC
in Change Level in multiplayer maps? Post #184303
thankyou for answering, this map, as someone already stated is too big. I shall half the map and place it under two seperate maps.
I shall experiment with several programming tools and applications and see if i can activate it. I shall post any advancements i discover... :biggrin:
Posted 17 years ago2006-06-06 16:27:24 UTC
in Change Level in multiplayer maps? Post #184082
Im curious as to if it would be possible to have a functioning "Trigger_changemap" in a multiplayer level. The reason behind this would be that i would like to set up an fairly large level for the multiplayer of my mod, however the level is by far too big to be loaded all at once. I would like to know if it is possible to split it in two and have Trigger_changemap at the junction point to load the other map. Is this possible? :biggrin:
Posted 17 years ago2006-06-04 16:56:42 UTC
in intelligent imported models Post #183776
for the monster museum, i was thinking of something along the lines of having a console at the front of each cell that delivers a short outline of the species containe in the cell. I should probably speak of this in one of the other forums though...
Posted 17 years ago2006-06-04 16:54:49 UTC
in Flaws with vertex manipulation Post #183773
i have just requested firewall access codes for the program, its permitted. The system shall update tommorow, and ill download it then.
Posted 17 years ago2006-06-04 16:33:15 UTC
in Flaws with vertex manipulation Post #183767
i tried, but there were firewall access related problems, so im stuck with worldcraft unless i downloaded it at my home computer and brought it into work on a USB pen. But that still needs to go through the firewall. My home computer isnt very powerful and cant run even Half Life one on its lowest setting - the computer at home is used solely for word processing hence graphics powere is abominable. Ill try though...
Posted 17 years ago2006-06-04 16:30:42 UTC
in env_explosion is not working! Post #183765
I have discovered the problem. As i said in a previouos post for a different subject, i am running Worldcraft on a computer in my office. I work at a robotics engineering company that uses a lot of immaging and compiling software. When i compile a map, it runs through the company firewall which then routes the infromation to a program called SCADNET which is basically some advanced automonous imaging software used to create versatile designs. SCADNET tries to convert the files into a format it can understand, fails and tries to convert them back. This results in some infromation being randomised as it attempts to 'fill in the gaps' where some data has been lost. These numbers tend to be random and result in the explosion occuring in obscure placese. The area where the damage is being inflicted is actually occuring beyond the playable level resulting in occasioanl system crashes. My work colleague actually noticed that one of his smaller work-files were being routed in this way which gave me the idea to check. I have re-wired the Worldcraft system and firewall to avoid SCADNET and it seems to have solved the problem. Thankyou all for your help...
Posted 17 years ago2006-06-04 16:21:14 UTC
in Flaws with vertex manipulation Post #183761
i have discovered that my copy of Worldcraft is being interfered with by another program. The other program is used by the autonomous comptuer designing software used by my work parters in the office (worldcraft is installed on a computer at my work). When i compile a map, the files go through the firewall where the SCADNET program of my work places it in with the imaging software on the computer. The software rejects the SCADNET and is then relayed back to where im running the game. The result is that some numbers are altered when the SCADNET tries to convert it to a format it can understand. This is what casues these strange phenomena to occur. The problem with the dissapearing faces is related to this as well, where basically the coordinates where the faces are being told to form are being randomised. I notticed this when i found the face hovering randomly above the level.
I have re-wired the system to ignore worldcraft files and it seems to have fixed the problem. I thank you for your help...
Posted 17 years ago2006-06-02 20:38:40 UTC
in env_explosion is not working! Post #183395
i have tried that, and also tried making a simple room with a light source and the explosion in the center, it is still not working. I then repeated this several time, creating a new map each time (i have the patience for the sort of thing surprisingly) and remaking everything. This env_explsion simply isnt even damaging things even if the magnitude is between one and one million. Shall i try rienstalling the fgd. files that it is found it?
Posted 17 years ago2006-06-02 20:33:42 UTC
in env_explosion is not working! Post #183391
I have created an env_explosion and have set up a trigger to set it off. When the trigger is activated, the env_explosion is appearing, but not doing anything interesting (eg. killing those nearby). No matter how high i put the explosion magnitude, nobody dies! What do you think is the problem?
Posted 17 years ago2006-06-02 20:26:34 UTC
in Flaws with vertex manipulation Post #183385
im curious as to what you want a screenshot of - the long cylinders, or the missing and mishapen blocks?
Posted 17 years ago2006-06-02 20:22:36 UTC
in intelligent imported models Post #183382
codes can be a nuiscance, i think i shall just leave these models alone and apply them as monster_generics in sealed glass containers - a 'museum' of monsters so to speak. However, i shall have alook for such a tutorial in hopes of finding edification on the subject
Posted 17 years ago2006-06-02 20:05:00 UTC
in pickup one weapon or the other Post #183369
I have just tried and suceeded in the formermost method. Thankyou very much. This was for use with a mod i am currently making, i shall probably post it when im finished creating it...
:)
Posted 17 years ago2006-06-02 20:00:05 UTC
in Flaws with vertex manipulation Post #183363
When using vertex manipulation, i occasionally (and accidentally) draw a selection box. A said in a previous forum question, i have tried hitting ENTER, the result is i get a very long cylindrical shaped brush appearing sporadically across one of the vertices. It then appears as a black 'beam' when i compile and run the map, and i also cannot select it or do anything with it in the 2D and 3D views. I also cannot see anything abnormal with the compile log. Also, when i make a complex shape with the vertex manipulation and then copy the brush, flip it on the horizontal axis then position it in my map, either the top half of it dissapears, or it remains the origenal shape when i run the map.
Any help would be appreciated.
Posted 17 years ago2006-06-02 19:52:43 UTC
in intelligent imported models Post #183360
I am curious as to if it is possible to create import a model, say "Kingpin" or other unused models from the origenal half life "pak0" file and place it as an enemy for instance. I am aware it is possible to use a "Monster_generic" entity and select it from there, but if i do it that way, the moster lacks proper AI and behave unintelligently - only following paths that you have set for it and likewise. I tried to transfer the AI from a "hgrunt" but failed, and had it running randomly around a room and mysteriously teleproting from room to room before finally dissapearing completely. If anyone has any hints, please come forth and state them...
Any help will be most appreciated.
Posted 17 years ago2006-06-02 19:43:25 UTC
in pickup one weapon or the other Post #183358
im curious as to if it is possible to set up several entities to coelesce together that would result in me be able to pick up one weapon, or the other, but not both. I was thnking of something along the lines of locking the two items in small cabinet shaped compartments, both with open doors. When i pick up one, the door on the other closes and vice versa for the other weapon. Any help would be appreciated