Forum posts

Posted 6 years ago2017-07-13 02:42:30 UTC
in How to make a shield? Post #336006
theres a mod with a barney that holds a shield, coincidentally. It's pretty cool. Theres also a model of the human grunt with a shield too
Posted 6 years ago2017-06-30 07:34:05 UTC
in Zion Warcry project cancelled Post #335818
I played a bunch of CT fangames back in the day, and they were VERY good.

you know i never understood why big companies want to sue and/or threaten random fans for making a FREE game. This is a real fear because in the past, big companies actually DID sue random fans for this. What do they possibly stand to gain from shutting down a FREE fangame? Probably nothing. So I think they feel threatened by it in some manner. But what would that be?
Posted 6 years ago2017-06-21 16:42:53 UTC
in columbine_hs ~ My biggest project Post #335629
unsurprisingly, this isn't the first time someone tried to make this kind of map.
Posted 6 years ago2017-06-21 16:40:37 UTC
in Func_tankrocket: make it shoot a target Post #335628
all tanks in goldsrc will only shoot at the player. You might want to consider a trigger_once triggering an env explosion near the generic monster instead.
Posted 6 years ago2017-05-23 02:19:12 UTC
in Post your screenshots! WIP thread Post #335012
remember back when there were more than one game modes of CS? Like, 3 or 4? Too bad.
Posted 6 years ago2017-05-23 02:15:52 UTC
in Now Gaming: ... Post #335011
Posted 7 years ago2017-02-11 03:47:12 UTC
in Im gonna make a map of my school Post #333428
http://twhl.info/vault.php?map=264

I always thought this map was hilarious

Isn't school optional though? Start you your own internet business, fail 20 times then on the 21st time get rich and successful. End of story
Posted 7 years ago2017-01-23 02:10:56 UTC
in Prevent tripmines from blocking doors fr Post #333151
this might be the reason why most vanilla HLDM maps dont have doors. especially not rotating doors.
Posted 7 years ago2017-01-23 02:08:30 UTC
in More gaming sites Post #333150
it looks like most of your maps are CS. It'd probably be cooler if you had a CS server or soemthing with your maps in it
Posted 7 years ago2017-01-23 02:04:30 UTC
in Recruiting Mod Team Members Post #333149
I love HL1 mods.

I looked at your moddb page. It sounds like you want to make a very challenging mod, which I think is cool, but from experience I have to admit that most players simply arent that hardcore. From what your moddb says, it sounds like you basically buffed the 3 most common weapons in HL: glock, mp5 and shotgun. Personally i think the glock is already the most OP weapon in the game, with shotgun coming in second. Mp5 does need a buff. But really I cant say much till i actually try you demo first, so I'll go do that now. Will have to be next weekend, though, so that maybe I can record it. I'll put a (unlisted) link here if I ever make a video. Good luck with your mod!
Posted 7 years ago2017-01-03 08:24:51 UTC
in How to teleport an Grunt? Post #332956
i remember doing this in my beach map, but that was way back when and I pretty sure I used trigger teleport, it's not particularly complicated
Posted 7 years ago2016-11-11 17:18:12 UTC
in Competition 34: HL Re-Imagined Post #332249
sp or mp?
Posted 7 years ago2016-10-14 23:59:01 UTC
in scripted_sequence with freezing grunt Post #332017
it would be better to use a trigger teleport that allows monsters to use it, rather than a scripted sequence. Else you might want to have an 'action animation' in the scripted sequence (prolly a very short one, i'm guessing you want him to start shooting as soon as he teleports in)
Posted 7 years ago2016-09-14 02:07:26 UTC
in TWHL World - Community Project Post #331668
looks like one of those sven arena maps
Posted 7 years ago2016-09-13 20:08:18 UTC
in Looking for a Half-Life mod Post #331663
i'd be able to help you, if you were looking for sp mods.
Posted 7 years ago2016-09-07 17:08:49 UTC
in What are these socalled badges featured Post #331597
MCPOKER is herro he died in xen and went to haven

EDIT: OH SORRY I hope i didnt spoiler anything
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2016-08-25 02:46:49 UTC
in Scripting an NPC to Move Post #331424
that sounds unnecessarily specific...

1 - Monsters spawned from a monstermaker CANNOT run scripts or trigger conditions. (you would have to teleport it in from somwhere else)

2 - If you want there to be a delay between the slave dying and the grunt running, you will have to put a delay before trigger (in seconds) for the scripted sequence. You will have to time the delay to be exact with the other slave's warp.

3 - The scripted sequence will be where the monster runs to. Unless the path from the grunt to the squence is a straight line, the grunt might have a bit of trouble running to the sequence.

Scripted sequences do NOT work like path corners. you must put the monster grunt's name in the scripted sequence's 'target monster' field, I think. Also path corners are easily overriden by monster AI and can be interrupted just as easily. The reason to use scripted sequence over path corner is so that it's not interruptable, which is what you seem to want here
Posted 7 years ago2016-08-24 15:05:44 UTC
in Scripting an NPC to Move Post #331414
monster alien slave
triggertarget = sequence1
trigger condition = death

monster human grunt
name = bob

scripted sequence
name = sequence1
target = monstermaker1
target monster = bob
move to position = run
✓ no interruptions
✓ override AI

monstermaker
name = monstermaker1
monster type = monster_alien_slave

This setup should work, i think.
Posted 7 years ago2016-08-23 21:19:59 UTC
in TWHL World - Community Project Post #331407
Concerning the one map limit, I've discussed the matter with Unq and we think it's all fine if you HUB wolrd is made of more than one map.
Posted 7 years ago2016-08-23 04:04:40 UTC
in TWHL World - Community Project Post #331386
it is based on the mod folder only. There USED to be a pak0 in the valve folder, but whether there is one or not doesnt matter. It ONLY depends on what's in the mod's folder. But even then there isnt a pak0 anymore because valve steampipe or something left all the files in the directory now. But the game still can read pak files.

That aside i hope you map something, join the fun

ALSO thanks unquenque
Posted 7 years ago2016-08-23 00:05:11 UTC
in TWHL World - Community Project Post #331382
not really, anyone can do it. if I get pak0 then next person gets pak1, then pak2, then so on. It's extremely simple. And not mandatory either (nobody else NEEDS to have paks unless they want to)
Posted 7 years ago2016-08-22 22:49:58 UTC
in TWHL World - Community Project Post #331380
i dont get how its more work, literally can just give you 2 files, the map and the pak. any models or whatever is inside the pack and doesnt need to be touched.
Posted 7 years ago2016-08-22 21:44:32 UTC
in TWHL World - Community Project Post #331377
is it OK if I put wads and models into a pack called pak0.pak?
(it's ALOT simpler)
Posted 7 years ago2016-08-21 04:43:32 UTC
in TWHL World - Community Project Post #331337
its not about that, its about his dignity. If you dont use his spirit he will leave forum
Posted 7 years ago2016-08-05 07:14:11 UTC
in TWHL World - Community Project Post #331089
tetsu0 said everyone only gets one map. Is this still in effect?

For the 'item', I'm planning to use a displacer cannon from OP4. It will be a cycler_weapon that the player will actually see in first person upon picking it up. However, if anyone else wants this item, then feel free. (I think I have the LD HEV v_displacer.mdl, but if not I believe it's in sven coop as well)
Posted 7 years ago2016-07-29 22:04:41 UTC
in TWHL4 Suggestions Post #331020
that should be a compo

make a map that can be played in both SP and DM. Arent there many entities with a 'Not in multiplayer' flag? I'd think it's totally possible
Posted 7 years ago2016-07-23 19:23:03 UTC
in TWHL Cake Decorating Contest 2016 Post #330934
darn, i was hoping everyone would decor the same cake like that one other time
Posted 7 years ago2016-07-17 20:48:26 UTC
in TWHL World - Community Project Post #330866
pql 4 confirmed
Posted 7 years ago2016-07-07 16:53:45 UTC
in TWHL World - Community Project Post #330731
oh i didnt know this was still active! Now i konw i can make a map.
So whats the plan now?
Posted 7 years ago2016-07-07 16:51:57 UTC
in make barney hostile Post #330730
download 'evil barney mod' from the internet and use the dll file in that mod
Posted 7 years ago2016-05-21 17:30:00 UTC
in HL3 Post #330181
"If half life 3 came with a free blowjob people would *** that the balls werent **** properly"

Quote from someone who allegedly works at vlave
Posted 7 years ago2016-05-21 17:27:58 UTC
in Half-Rats: Parasomnia Demo Out Now. Post #330180
I'm going to wait for the full version before playing. However, if you want me to like beta test for bugs or comments then I'll play it if you would like. I played loads of hl mods.
Posted 7 years ago2016-05-07 15:55:29 UTC
in Can someone write/give me a gauss event? Post #330071
wouldnt gluon gun be more suitable as a 'lazer' weapon?
Posted 7 years ago2016-04-29 02:20:31 UTC
in Strange Invisible Walls Post #329995
I have seen this problem before and it's in my mp farm map. It's caused by rotated architecture because apparently hammer and gold src doesn't really like anything other than nice clean edges. It will cause strange clipping issues randomly.
Posted 8 years ago2016-04-12 22:13:51 UTC
in TWHL World - Community Project Post #329873
i have loads of old spirit maps from back before I set up coding. some of them are 3 maps long... i even have a boot camp knock off spirit based training map... lol maybe i can fix those and give you like 2 linked maps,
Posted 8 years ago2016-03-20 22:58:00 UTC
in Adding new HUD sprite for new weapon Post #329488
The weapon cpp is not the only place you must change position values. I think there are stuff u need to change in weapons.h as well (if I remember correctly)
Posted 8 years ago2016-03-05 23:10:27 UTC
in Cs sdk? Post #329220
the code for the french mod INVASION is open on moddb, and that mod has a drivable tank. GET CRACKIN
Posted 8 years ago2016-02-29 20:15:35 UTC
in TWHL World - Community Project Post #329061
i have some old spirit maps for this, but i need to edit it and change a bunch of model references (as well as provide the models)
Posted 8 years ago2016-02-24 04:04:14 UTC
in TWHL World - Community Project Post #329000
spirit fgd for mapping? or you need to change the source code?
Posted 8 years ago2016-02-22 23:52:03 UTC
in Hi and Help :D Post #328987
Posted 8 years ago2016-02-21 08:47:19 UTC
in is this as bad as the poster says Post #328956
Posted 8 years ago2016-02-12 23:27:27 UTC
in General MOD MISUNDERSTANDING Post #328834
https://steamcommunity.com/app/70/discussions/0/412446890555218029/

This is a post of somebody who was scared of installing mods and want to know if they have any so they can remove them.

Heres the problem: dude thinks that half life mods work like L4D and Skyrim, where some model or sound replacement will change aspects of the default game. But we know thats not how half life mods work. Half life mods are completely separate from the default assets and are officially known as 'custom games' similar to custom maps in dota/starcraft/warcraft.

How many people do you think have this misunderstanding and causing them to stay away from hl mods? I'm guessing all the obscene mods and stuff popularized by youtoob videos may have put some ppl off to modding, perhaps.But the big problem here is that HL/HL2 mods and 'mods' of other games like skyrim mean completely different things.
Posted 8 years ago2016-02-12 23:22:44 UTC
in The Official HRP "Halp!" Threa Post #328833
your mod has custom code based off spirit? cool
Posted 8 years ago2016-02-04 00:02:17 UTC
in TWHL World - Community Project Post #328652
I'd like to streamline the mod if I make a map. What wads and models are other people using (you dont have to spoil if you dont want to answer), like SD, HD , LD whatever, and if I know other people are using a wad like say opfor.wad then I will try to include that wad in my map too if its going to be used. Same deal with models like if you use otis or something I'll try to use it too (if you dont mind)
Posted 8 years ago2016-02-03 23:53:47 UTC
in game_player_equip and 9mmAR problems Post #328651
if it doesnt work when you cheat and type 'give weapon_9mmar' then it wont work there
Posted 8 years ago2016-02-01 01:13:08 UTC
in The Core Post #328603
which is why i'm not playing it again till 1.5 comes out. But you have to admit they really had to do something about that 'you jump into a pipe, the game ends' ending that they had when it first came out

Anyway knowing urby's mapping from twhl tower, I expect this mod (the core) to be mercilessly difficult and I will be playing it on HARD because i'm a glutton for FUN
Posted 8 years ago2016-01-22 07:27:22 UTC
in TWHL World - Community Project Post #328436
those models in the twhltower folder are copies of the healthkit and rpg rocket models, respectively. and null.SPR is needed. No idea what the camera would actually do, but I'm pretty sure i can code a portable medkit.
Posted 8 years ago2016-01-22 07:23:40 UTC
in End game when NPC is killed? Post #328435
download the half life map 'into the frying pan' from planetphillip. it has a apache at the end and te game fades when you defeat it. If I remembered correctly. No trigger_endsection though