Forum posts

Posted 20 years ago2004-08-03 20:39:01 UTC
in inputting custom .wav files Post #47797
What if you didn't update CS 1.5 to Steam and had Steam install a new version(1.6) undependent of CS 1.5, will you still have .pak file hidden somewhere?
Posted 20 years ago2004-08-03 20:34:04 UTC
in Auto Return Elevator Post #47796
LOL... I can't belive i didn't know that, So simple, Now i will know that for all of the future. Thanks zeeba-G !
Posted 20 years ago2004-08-03 19:17:36 UTC
in Auto Return Elevator Post #47784
I am trying to do an elevetor wich you push, then you move up in to a teleporter and move away to another place, the thing is i can't make the elevator go back on its own. I did fool around for a while with buttons and multimanagers but didn't get it to work it would just go up and wouldn't come back down.(this map is for counter strike and must have the abbility to come back down on it's own so that more players will be able to use it). Any thoughts?
Posted 20 years ago2004-07-31 05:05:07 UTC
in Unknown error. plz help Post #47002
hahaha you know pretty much everything don't you :P THX !!
Posted 20 years ago2004-07-31 04:56:03 UTC
in trigger_push *quick* Post #47000
:( still when i get to the push field i get sucked down and pushed forward instead of up
Posted 20 years ago2004-07-31 04:34:06 UTC
in trigger_push *quick* Post #46996
how do you set the trigger_push entitie to push upp ?
Posted 20 years ago2004-07-31 03:40:35 UTC
in Unknown error. plz help Post #46984
oooooh crap... when i ty it out for steam it says "Mod_loadBrushModel: map/juppz.bsp has vrong version number (0 should be 30)" :confused:
Posted 20 years ago2004-07-31 03:16:05 UTC
in Unknown error. plz help Post #46978
cool thanks... :lol: (woohoo i can map again)
Posted 20 years ago2004-07-31 02:44:40 UTC
in Unknown error. plz help Post #46965
Ehhhh. trapt that didn't work so well for me. when i pushed the go! button it totaly got screwed and forced my computer to restart in the matter of less than 1 sec, and that scared the living snot out of me...
however RabidMonkey suggested and uppgrade but i do not not know where the files like VIS, RAD, WAD files are located in the Steam folder so anyone of you have a guide to that, that would be great...
Posted 20 years ago2004-07-31 00:55:34 UTC
in Unknown error. plz help Post #46953
Ok this is Bullcrap I push alt+p to check for problems but it says "no errors were found" when i get in to cstrike 1.5 (after compiling)wich the map is for it says "Map change failed map "juppz" not found on server" but there are no errors and no problems in the compile log, dude !?!?
Posted 20 years ago2004-07-30 20:56:29 UTC
in Unknown error. plz help Post #46903
Thx to 7thMonkey i got enteties to work. But now i get a totaly unknow error and i don't know how to fix it, I use -Valve Hammer 3.4 with Zoners tools this is what happen...

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:mappsjuppz.map" "C:mappsjuppz.map"

** Executing...
** Command: C:ProgramVALVEH~1toolshlcsg.exe
** Parameters: "C:mappsjuppz"

** Executing...
** Command: C:ProgramVALVEH~1toolshlvis.exe
** Parameters: "C:mappsjuppz"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:ProgramVALVEH~1toolshlvis.exe C:mappsjuppz
266 portalleafs
995 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
LeafThread:

** Executing...
** Command: C:ProgramVALVEH~1toolshlrad.exe
** Parameters: "C:mappsjuppz"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:ProgramVALVEH~1toolshlrad.exe C:mappsjuppz

= Current hlrad 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[1 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
841 faces
Create Patches : 3842 base patches
0 opaque faces
22269 square feet [3206805.50 square inches]
4 direct lights

BuildFacelights:

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -dev -console -game cstrike +map "juppz"

Reasonably obvious, VIS did not run!!
Posted 20 years ago2004-07-30 15:53:00 UTC
in CS..where are my entities? Post #46815
Hello Everyone I haven't ben here in a long time now but recently i downloaded Valve hammer editor 3.4 but i cant get entities. I have tried to download halflife-cs_expert.fgdbut that didn't work even thou i have set the trigger_teleport as the custom entity it doesn't show when i take a block and push tie to entity. And when i type it there myself i dont get any "things" such as "target", "speed", "kill target".. tell me how to get them working please....
Posted 20 years ago2004-04-16 13:45:35 UTC
in Hint + Skip Post #22756
Hello !; I do NOT have the skip and hint brushes and i cant find them wich ".wad" file are they located in ?
Posted 20 years ago2004-03-29 11:30:51 UTC
in what the hell is wrong? Post #20764
HL.exe get screwed and crashes when i try my map
]

** Executing...
** Command: Change Directory
** Parameters: C:holy-life

** Executing...
** Command: Copy File
** Parameters: "C:Holy-Lifedodmapsdod_analy.map" "C:holy-lifevalvemapsdod_analy.map"

** Executing...
** Command: C:ProgramVALVEH~1toolshlcsg.exe
** Parameters: "C:holy-lifevalvemapsdod_analy"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:ProgramVALVEH~1toolshlcsg.exe C:holy-lifevalvemapsdod_analy
Entering C:holy-lifevalvemapsdod_analy.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 ]
priority [ Normal ] [ Normal ]

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

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
SetModelCenters:
10%...20%...40%...50%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.34 seconds)

Using Wadfile: holy-lifecstrikeajawad.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: holy-lifecstriken0th1ng.wad
  • Contains 1 used texture, 4.17 percent of map (8 textures in wad)
Using Wadfile: holy-lifevalvehalflife.wad
  • Contains 13 used textures, 54.17 percent of map (3116 textures in wad)
Using Wadfile: holy-lifecstrikecstrike.wad
  • Contains 1 used texture, 4.17 percent of map (123 textures in wad)
Using Wadfile: holy-lifedoddod_kraftstoff.wad
  • Contains 8 used textures, 33.33 percent of map (70 textures in wad)
Using Wadfile: holy-lifedoddod_kalt.wad
  • Contains 0 used textures, 0.00 percent of map (85 textures in wad)
Using Wadfile: holy-lifedoddod_charlie.wad
  • Contains 1 used texture, 4.17 percent of map (50 textures in wad)
Texture usage is at 0.65 mb (of 4.00 mb MAX)
0.52 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:ProgramVALVEH~1toolshlbsp.exe
** Parameters: "C:holy-lifevalvemapsdod_analy"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:ProgramVALVEH~1toolshlbsp.exe C:holy-lifevalvemapsdod_analy

Current hlbsp 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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:holy-lifevalvemapsdod_analy.prt'
0.83 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:ProgramVALVEH~1toolshlvis.exe
** Parameters: "C:holy-lifevalvemapsdod_analy"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:ProgramVALVEH~1toolshlvis.exe C:holy-lifevalvemapsdod_analy
382 portalleafs
1243 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.02 seconds)
average leafs visible: 109
g_visdatasize:16347 compressed from 18336
15.41 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:ProgramVALVEH~1toolshlrad.exe
** Parameters: "C:holy-lifevalvemapsdod_analy"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:ProgramVALVEH~1toolshlrad.exe C:holy-lifevalvemapsdod_analy

= Current hlrad 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[1 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

2247 faces
Create Patches : 16984 base patches
0 opaque faces
251066 square feet [36153596.00 square inches]
10 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.86 seconds)
visibility matrix : 17.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.23 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (24.16 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.17 seconds)
Transfer Lists : 8957778 : 8.96M transfers
Indices :     3462076 :    3.30M bytes
   Data :    35831112 :   34.17M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.69 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.72 seconds)
70.28 seconds elapsed [1m 10s]

--- END hlrad ---

** Executing...
** Command: C:HOLY-L~1hl.exe
** Parameters: -dev -console -game dod +set deathmatch 1 +map "dod_analy"

plz ignore the funny names of my stuff :P
Posted 20 years ago2004-03-27 09:35:46 UTC
in DoD Skybox ! Post #20664
Also the windows goes black instead of being transparent, help me !
Posted 20 years ago2004-03-27 09:16:11 UTC
in DoD Skybox ! Post #20663
Anyone know where i can find a webpage with the "cl_skyname" + pictures of them for Day of Defeat?... I really dont want to open 1000 maps just to se the skies name!
Posted 20 years ago2004-03-07 16:23:58 UTC
in Track Train Post #18670
I've seen there HUGE origin brushes in .eg cars for Counter-Strike, my point is how does the brush and i know what is the front and back of it? so it will be in the right possition when it starts and not backwards?(path_corner 1 ~ start pointing to path_corner 2)?
Posted 20 years ago2004-02-28 21:16:35 UTC
in Help, change avatar ? Post #17812
I cant change my avatar.... i "choose upload" new but the old one is still there it wont change help me ! :confused:
Posted 20 years ago2004-02-22 11:24:59 UTC
in TFC pak0 ? Post #16889
In the half-life/valve/pak0/skill.cfg are u able to change the health and damage on monsters,weapons,scientists more... is there a skill.cfg for Team Fortres Classic and if where is it located ?
Posted 20 years ago2004-02-22 11:22:24 UTC
in no light, cant see aynthing Post #16888
You probably have a fault that creates a leak when u dtart a map some moving objekt is wrong placed, it happend to me sometimes !
Posted 20 years ago2004-02-11 11:37:56 UTC
in pak0 Post #15988
och n?r jag ska anv?nda den, s?g: scripted_sentence s? ska det vara sound1.wav p? st?llet som det st?r ?r t.ex !gm_choose1 p??
(vad ska namet p? ljudet vara i worldcraft map editorn)?
half-life/valve/sound/ambience/sound1.wav ?r ganska l?ngt
Posted 20 years ago2004-02-11 11:06:19 UTC
in pak0 Post #15982
ok ok ok ok ok ok
lets say i put sound1.wav file in my valve folder then when i'm making a map how do i find the sound1.wav in worldcraft cuz in pak0 it had like a name "x_sound1" wich it do find, but will it locate sound1.wav outside pak0 ? ? ?
Posted 20 years ago2004-02-10 16:35:17 UTC
in pak0 Post #15928
duh... no :D ...
reinstall hl = my only option ?
Posted 20 years ago2004-02-10 15:30:27 UTC
in pak0 Post #15922
i useed wally and i made "add a folder" or something but it was not acceptable and i had to get rid of it then it happend
Posted 20 years ago2004-02-10 13:33:15 UTC
in pak0 Post #15910
Yooo! me was doing some sentences on my own aight
now the "sentences" file in the pak0 has gone from a readme to a .file file and i cant get any sounds at all how do i change it back to normal !? !? !?
Posted 20 years ago2004-02-03 15:09:20 UTC
in HELP!!! Post #15086
sry dont know that stuff :
Posted 20 years ago2004-02-03 14:27:36 UTC
in HELP!!! Post #15083
really.. try it outside of Worldcraft/Hammer start the game normal way and start the map u'll get some status bar
Posted 20 years ago2004-01-30 12:53:29 UTC
in Scripted sentance ? Post #14445
yes, yes but when you used the command it was called !gm_choose1 there is no such thing just root/sounds/gman/gm_choose1.wav and that was not found when i tryed it i worte gm_choose1 in that place where the sentence is !!!! save me !
Posted 20 years ago2004-01-29 12:46:43 UTC
in Scripted sentance ? Post #14347
I dowlnloaded the map from map vault called 131.zip (scripted_sentance)
and i wanted to try other sentances but you could not hit on smart edit and i dont know where the senances are plz tell me.. And i was wondering if you can make your own sentances maybee in .wav ? ? ?
Posted 20 years ago2004-01-29 12:01:34 UTC
in dropping weapons Post #14331
how about u make a func_train over the breakable and lay the guns on the "elevator" and when u break the breakable the "elevator will come down and the elevator is flaged not solid !? You understand ?
Posted 20 years ago2004-01-27 11:39:48 UTC
in trigger gravity... Post #14081
I've tried that with a multi_manager and that stuff but i have worked it out another way alreddy thx anyway !
Posted 20 years ago2004-01-25 09:34:38 UTC
in trigger gravity... Post #13789
sry guys none of that stuff worked for me...

if someone know exacly how to do it please give me a good description
of how to make it work.
Posted 20 years ago2004-01-24 20:36:20 UTC
in trigger gravity... Post #13704
What if i would like to trigger gravity after about 1 min so the gravity would be lower and you could fly around.. I made a trigger_gravity brush
and "delay before trigger" 60(also tried 600 and 6000) but the gravity is on when i start the map how to fix it ? ! ? !
Posted 20 years ago2004-01-23 20:52:30 UTC
in Vertex Manipulation Problem Post #13490
clone that one and flip it upsidedown (ctrl+m) and put em together you might get some thing :cool:
Posted 20 years ago2004-01-22 11:46:43 UTC
in Gensurf19 prob* Post #13265
i NEVER read the read me's they are usualy so boring and full of bull*
...peace out :cool:
Posted 20 years ago2004-01-22 11:42:00 UTC
in creating a simple room Post #13261
Make a block wich looks the same on all views x/y, z/y etc then click the red arrow the "selection tool" click the block so it is red then Options -> make hollow and select how thick the walls should be minimum is 2 there you go add the entities "info_player_start" and "light" and feel free to run arround !!!1
Posted 20 years ago2004-01-21 14:22:51 UTC
in creating a simple room Post #13120
use the hollow tool who cares if its a sin or whatevah
Posted 20 years ago2004-01-21 13:22:36 UTC
in Gensurf19 prob* Post #13111
when you well made a surface it and saved it, it is .srf file not sure what it's called but how to import it to a .rmf or .map so you may use it in worldcraft ? ?
Posted 20 years ago2004-01-21 12:39:36 UTC
in 2 in 1 ? Post #13110
Is it possible to have 2 entities at the exact same possition so that they are triggered at the same place at the same time without that worldcraft crashes ? ?
Posted 20 years ago2004-01-20 15:52:37 UTC
in Dude wtf crap *important* Post #12981
Posted 20 years ago2004-01-20 12:44:37 UTC
in Dude wtf crap *important* Post #12955
Litsen maybee it is just me but anyway...
i made a small emergensy light or wtf it's called and tied it to func_rotating_func_rotating in hope that i would spinn like hell but when i tried to start the map Valve hammer editor got really pissed and screamed LEAK even though it was floating in the air in a SOLID room
then it hung up and made Windows crash !!! OMG !!! (so dont try this at your home) Im telling you it is dangerous to mix stuff. :x :x
Posted 20 years ago2004-01-18 05:14:04 UTC
in transparent walls ? Post #12513
nonono the clip brush works like a people fence u cant walk thru it but can shoot thru it trust me i know i got banged by awp at spawn when i test runned one of my maps with a block with the clip texture as a wall so you "wouldn't" be able to spawn kill eachother...
any other ideas ?
Posted 20 years ago2004-01-17 20:49:48 UTC
in transparent walls ? Post #12486
How to get a solid wall that u cant shoot thru, but see thru ? ? ?
Posted 20 years ago2004-01-17 20:09:36 UTC
in Knifes for CS ? Post #12477
dudududu solved !! !! !thx to all of you (feel proud) !
Posted 20 years ago2004-01-17 19:10:34 UTC
in Skeletons Post #12465
Posted 20 years ago2004-01-17 18:57:12 UTC
in Knifes for CS ? Post #12462
and how do i get rid of the buyzone ?
Posted 20 years ago2004-01-17 18:19:18 UTC
in Knifes for CS ? Post #12456
Posted 20 years ago2004-01-17 16:51:40 UTC
in Just a thought.... Post #12445
I know once my hl really screwed up and i got to be a character from TFC in regular half-life single player with guns and all quiet amusing :D
Posted 20 years ago2004-01-17 16:40:43 UTC
in Knifes for CS ? Post #12441
where should the Player_weaponstrip be locaded about exaclty :D where because my player was not stripped he got a glock for start when i putted it right in to the info_player_start....

+game_player_equip was wierd too !! properties was "name + game master" !! said nothing about guns. (help me please)
Posted 20 years ago2004-01-17 15:31:59 UTC
in Knifes for CS ? Post #12429
when u do a armory_entity and write "weapon_knife" and make a go it switches back to mp5 Why ? and how do i get the knife ONLY ? no glock or usp