Forum posts

Posted 14 years ago2010-03-22 08:54:59 UTC
in Feedback please Post #279904
Penguinboy I changed the pass before I uploaded this map and yes it looks like I am the only person who has used this account so far (other than you).

As far as creating the entity work accuracy was the only real challenge and required a serious work around. Every time I thought I had a solution I would find out an entities could not perform exactly what I needed almost like I was trying to create a type of output data that the engine simply could not process. At one point I had over 300 point entities trying to make it work and still there were certain hit miss combinations with specific time gaps that would break the range. Finally I was able to fix it using more input sources other than the obvious trigger_multiples, targets, backboard and time. That's about as much of a hint about the entity work I'm going to give out for now.

I am considering making a second version with decreased difficulty but I need to recruit some medium skilled beta testers so they can tell me how to adjust it so that it is balanced and fun for them.

Thanks to everyone who took/will take a look at the map. I hope you enjoyed playing it as much as I did making it.
Posted 14 years ago2010-03-20 22:59:42 UTC
in Feedback please Post #279851
Hello,

I just completed an aim map for HL1 which incorporates a lot of advanced scripting, such as random number generators, in order to increase replay value. I would love to get some feedback or suggestions whether good or bad as I am always looking to improve my maps. The map is TargetPractice.bsp #5460 in the completed map section and a full description can be found there. Thanks for taking a look.
Posted 16 years ago2008-04-29 07:07:50 UTC
in Entity Challenges Post #249373
I have an extremely late entry to the first challenge regarding a timer in Half-Life. The timer is only one part of this completed practice map. Please read the description for a full explanation of its purpose. I uploaded a map to the vault as 5065 which can be viewed here, granted that it zipped properly:

http://twhl.co.za/vault.php?map=5065

I would appreciate any comments, good or bad regarding this entry.

Thanks
-User
Posted 16 years ago2008-04-29 07:00:24 UTC
in Large map hosting? Post #249372
When Zipped map was well below upload limits. Admin can delete this entire thread.

Sorry
-User
Posted 16 years ago2008-03-30 20:46:07 UTC
in Die in camera view, get stuck Post #248238
If a player dies while in viewing a camera and do not respawn before the end of the camera hold time they become stuck in this camera view until they disconnect from the map.

Is there a way to fix this or get around this?

Is there a way to deactivate a camera view to return to normal first person play (with or without being stuck)?

Is there a way to prevent a player from reactivating a camera through a button until a sequence of cameras has run but also allowing multiple players to use the button simultaneously?

Thanks a lot
User
Posted 16 years ago2008-03-11 22:24:13 UTC
in Info_textlights and fdg troubleshooting Post #247574
Hi I read the tutorial describing the addition of this entity to hammer but had problems geting it to work. I edited my fdg file properly, however I still cannot get this entitiy to appear in the list.

If I modify the line such that the entity is called anything else, info_test for example, it appears. Furthermore I can put the function description "Texture Light Config" into any entity name and it will still appear on the list so it is particularly the name of the eneity "info_textlights" that has a problem.

Also the tutorial said to add lines to Function_wall I did this however it appears as a continuous line with no line breaks could that be the problem?

I tried with the latest version of the beta Hammer in addition to the SDK version but info_textlights in particular just won't appear on the entity list no matter how I modify it or what properties it has.

Also If you dont have any suggestions are there any maps that have an info_textlights entity in them that I can try to open with hammer using the modified fdg file.

Thanks for the help wit this complicated issue
User
Posted 16 years ago2008-02-01 00:35:45 UTC
in fast rename of entity groups? Post #244729
Hi I have a group of entities doing various things. I would like to copy it and have a second one of these groups in the same map but there are quite a few fields to rename. Is there a faster way to copy something like this? I have entities of most types included, multimanagers, multisources, buttons, doors, lights and more, but no globals. I would like an identical version(s) running in the same map without interaction between the groups.

Thanks for the help
and btw good work on those timers everyone,
User
Posted 16 years ago2008-01-21 04:35:30 UTC
in Text timer? Post #243936
Hello I would like to make a timer that counts how long a player is in a certain room and displays it for that player in text at the top of the screen. When they leave the room the timer is reset. I would like it to have the digits xx.xx seconds. How can I do this?

I tried using game text but only one text can be displayed at once and I would need four at once for all of the digits. Also this approach uses quite a few entities as just the game texts would total 40 entities not to mention changetargets and multi_managers.

Thanks for your help
User
Posted 16 years ago2007-12-26 06:17:11 UTC
in HL crash without "-" in map title Post #241937
Aparently the dash does not prevent the crash, only prevent the server from showing up on the server list without the crash occuring. Since this is an extension of my previous issue you can ignore this thread.

Thanks for reading anyway
-user
Posted 16 years ago2007-12-23 06:45:24 UTC
in ED_Alloc: no free edicts. Halflife crash Post #241785
Hello I have a map that will run on a non dedicated LAN server but crashes Half-life on a dedicated server with the error "ED_Alloc: no free edicts." I checked tommys these forums and the rest of the internet without luck and very few cases of the error. I did increase the max viewable distance to 5632 is this normally a problem in half-life? What else might be causing this?

Thanks a lot
-user
Posted 17 years ago2007-11-07 22:33:49 UTC
in Turning off buttons and their targets Post #237931
I tried what you suggested but the trigger_relay still toggles the buttons and their doors to the opposite position. There is no delay because the buttons are toggle.

>I just want a to be able to turn off buttons by walking over a trigger. <

But no matter how I set it up the trigger toggles the buttons instead of sending the off only comand.

Thanks for your response though,
And anyone else who has a suggestion,
-User
Posted 17 years ago2007-11-03 20:26:58 UTC
in Turning off buttons and their targets Post #237588
Alright I have a few buttons targeting doors through toggle. I would like to have a trigger_multiple turn the buttons off only and close all doors. I have tried with the trigger_multiple targeting a multimanager targeting a trigger_relay for each button. However even though I have the state on the relays set to off it acts as a toggle on the buttons and changes them all. I have not even added the doors to see what happens yet. Also the buttons must move.

Thank you for your time.
Posted 17 years ago2007-06-27 04:24:50 UTC
in One button multiple doors + Post #226551
Is there a way to make one button affect multiple doors? The first door will be opened or closed by the toggle of the button. The second door or doors will only close if already open, never opened. The doors all have different names.

I have gotten one button to open multiple doors with a multi_manager but have not been able to ensure some of those doors will only close by that particular button. I have also gotten this to work entirely using multiple doors for each doorway so the close only doorways remain blocked from certain buttons. But I would like to eliminate some entities.

The Exact Case:

Toggle Buttons 1-4 and doorways 1-5. Doorway 5 is open by default. Door 5 is only open if all buttons are off. There is only one doorway open at any time. This doorway corresponds to the lowest numbered button that is on.

So if a player presses button 1 and 3, only doorway 1 is open. If button 2, 3 and 4 are on/pressed only doorway 2 is open. I would like to accomplish this with the least number of entities total.

Thank you for your time I know this is a lengthy post and a complicated request.
-User
Posted 17 years ago2007-06-21 04:11:36 UTC
in More Timed TP Post #225937
This sounds exactly perfect, thank you so much. It is ok if it teleports every player in the room. Thanks again you saved me probably 50 hours and I learned a lot about this these types of entities . :glad:
Posted 17 years ago2007-06-20 21:51:07 UTC
in More Timed TP Post #225919
Yes tp is for Teleport sorry for the confusion. Also why do I not need the env_global? I am fairly stuck even theorizing how this might be achieved so any help is appreciated. Thanks again.
Posted 17 years ago2007-06-20 16:00:26 UTC
in More Timed TP Post #225862
There is a square room with a flat floor. The player can move freely. Once they jump once from anywhere in the room at floor level there is a delay until they are tp. They are tp no matter where they are in the room. They can jump or do anything else all they want after the initial jump without resetting the time until the tp. There should be no way for them to escape this timed tp or be in the room having jumped at least once for longer than specified. They should also have all the time they desire for the initial jump.

There is probably a way to do this with trigger_multiple multisource multi_manager and env_global but I cannot figure out the settings that make this occur.

Thank you for your time.
Posted 17 years ago2007-05-03 22:40:09 UTC
in Teleport delay and reset Post #220934
you da man

I learned about smartedit today.
Posted 17 years ago2007-05-02 21:47:02 UTC
in Teleport delay and reset Post #220780
Hello TWHL, I know a lot of topics cover this closly but none answer this exact problem or I have been unable to find the answer after looking several hours.

The problem:

I have 2 zones in 1 room. Zone 2 teleports to zone 1 after a delay which begins upon leaving zone 1/entering 2. The tp must turn off imediately after the delay in order to avoid being tp quickly the next time you enter zone 2. Whatever maner turns the tp off after the tp delay should not be reproducible until the delay is over regardless of moving back and forwth between 2 and 1 freely.

My attempts:

I am using a multisource and 2 trigger_multiples so far. The problem with this is I have found no way to turn the multisource off imediately after the delay time on the first t_m. When I have two t_m targeted to the multisource so that one turns it on with delay the other off after a slightly longer delay neither work, independently or together. I also tried using almost every combination of buttons and t_m I could think of but I can never affect the multisource when 2 entities list it as target. I looked at map 14, supposidly the first map in the vault, extensively, however I have been unable to apply its knoledge here.

Thanks for your time.