Forum posts

Posted 10 years ago2013-09-09 20:03:04 UTC
in pushable trick/help Post #315594
Well, my thing is:

I got a huge computer infront of a hole, but i dont want the computer to be breakable it needs to be pushed to the left and the left only.
Posted 10 years ago2013-09-09 16:47:24 UTC
in pushable trick/help Post #315587
This shit might help me out woohoo will try something man,

thanks a lot guys :]

edit:

I cant move anything in a pit.. strange thing
Posted 10 years ago2013-09-08 18:32:17 UTC
in pushable trick/help Post #315554
i made a pit of 16units and 256 width and my pushable cant go out of the pit only can go to the left, but its stuck some how..
Posted 10 years ago2013-09-08 18:13:51 UTC
in pushable trick/help Post #315551
Hey guys,

I'm wondering how to make a func_pushable go one way (left/right/forward/backward * only ) in a line.. i tried some things in hammer but it didnt move at all..

maybe some one knows a good solution on this :)

here example of what i want to do.
RMF file
Posted 10 years ago2013-09-06 12:47:55 UTC
in Random Fact About Yourself Post #315527
i got fans adding me on steam :<
Posted 10 years ago2013-09-04 06:43:23 UTC
in Random Fact About Yourself Post #315465
i'm a noob mapper :D
Posted 10 years ago2013-08-29 17:09:44 UTC
in Mini-Contest #87 - Map A Song Post #315360
I'm going to map a train that goes through land and city
Posted 10 years ago2013-08-29 15:32:22 UTC
in Post Your Desktops Post #315350
User posted image
Boring: Check!
Posted 10 years ago2013-08-22 09:19:31 UTC
in The give-away THREAD Post #315155
Why bothering questioning.. If you want to share keys do it, if you want to have a game which is presented to give away ask for else you don't have anything to say here. offtopic posts are irritating my balls
Posted 10 years ago2013-08-21 22:05:33 UTC
in The give-away THREAD Post #315149
Origin is EA's equivalent of Steam.
sssh. ripoff is perfect word. rule one in malle's thread: never say valve incorporation is equal to another company/exe/anotherwordhere

inbefore: DONT SPAM HERE.

do not try to pump up your forumposts or what so ever...
first rule on the thread:

REQUEST OR STFU
Posted 10 years ago2013-08-19 22:42:32 UTC
in The give-away THREAD Post #315088
i got this:

origin keys:
Dead Space
Burnout Paradise: The Ultimate Box
Dead Space 3
Medal of Honor
Mirror's Edge

steam:
Dead Space
Burnout Paradise: The Ultimate Box
Posted 10 years ago2013-08-19 21:22:17 UTC
in The give-away THREAD Post #315084
Sorry, i only got the Origin one left, i double checked it to be sure. gave dimbark and jefmod the steam ones
Posted 10 years ago2013-08-19 08:35:44 UTC
in The give-away THREAD Post #315069
Okay, for who wants any game in the list:

origin keys:
Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Dead Space 3
Medal of Honor
Mirror's Edge

steam keys:

Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Medal of Honor
Mirror's Edge
Medal of Honor
Mirror's Edge
Posted 10 years ago2013-08-18 18:31:58 UTC
in The give-away THREAD Post #315053
Thanks for participating

I gave some of you the keys on PM go read it.

no problemo
Posted 10 years ago2013-08-16 12:15:50 UTC
in The give-away THREAD Post #314986
Okay, for who wants any game in the list:

origin keys:
Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Dead Space 3
Medal of Honor
Mirror's Edge

steam keys:

Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Medal of Honor
Mirror's Edge
Medal of Honor
Mirror's Edge

all free.. no money for me, cost me only 4 euro :P
my gf wanted sims so i bought it again.. lol :D
Posted 10 years ago2013-08-16 09:52:28 UTC
in The give-away THREAD Post #314982
cStriker, if you want it i could give you it.. wait !

edit:

i gave it to a mate, sorry :P

got bf3 premium. level 68 or something : )
Posted 10 years ago2013-08-16 07:08:11 UTC
in The give-away THREAD Post #314978
Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Medal of Honor
Mirror's Edge

three games left!
Posted 10 years ago2013-08-16 06:43:40 UTC
in The give-away THREAD Post #314974
Hello guys,

i just bought some games and i got a steam key as well.

Dead Space
Burnout Paradise: The Ultimate Box
Crysis 2 Maximum Edition
Medal of Honor
Mirror's Edge

So if you want one of these games, First that comes gets.

one game a person, otherwise i could trashcan these games easily.

steam key through pm.

no scam no hackssss

greetings,

malle
Posted 10 years ago2013-08-14 21:25:57 UTC
in The Core Post #314923
where can i download it ? :<
Posted 10 years ago2013-08-14 11:57:12 UTC
in Skyscraper Co-op Project Post #314899
Did anyone make something yet? max xyz of a floor ?

edit: read the main topic first you f**king moron omg - malle.

haha :P
Posted 10 years ago2013-08-14 11:26:49 UTC
in Skyscraper Co-op Project Post #314896
Lets revive this thread and i'm in !!
Posted 10 years ago2013-08-13 20:49:09 UTC
in How to reset func_train each round Post #314883
I just found out that if you trigger a func_train in counter-strike1.6,

This happens:

First time it forces the 'func_train' to the first stop position.

Second round: 'func_train' forces himself to the position he was made in hammer. So it doesnt force again to go to the first stop again
Posted 10 years ago2013-08-13 16:16:36 UTC
in New member! Late! :O :( Post #314880
Hello Alberto309,

Welcome to the community!
Posted 10 years ago2013-08-11 18:01:22 UTC
in How to reset func_train each round Post #314842
sure i can post that ! i will save it first as far as i'm atm.

http://twhl.info/vault.php?map=5914

here the map !
Posted 10 years ago2013-08-11 14:23:53 UTC
in How to reset func_train each round Post #314839
Hey guys, got some difficult question here:

How to reset a func_train that goes from A>B>C>D>E(wait for retrigger) > trigger gets disabled(trigger_changetarget)

next round train is still at E

entities:

func_train
name = rot_door2

trigger_changetarget
name = rot_door2
target: rot_door2_multi
new target: null

func_door
fire on close: rot_door2_reset

trigger_changetarget
name = rot_door2_reset
target: rot_door2_multi
new target: rot_door2
Posted 10 years ago2013-08-09 07:58:14 UTC
in Warning: Ambiguous leafnode content Post #314802
Well, i walk my own path on this, i use every single grid and i don't care if errors come up, because i fix it all :D
Posted 10 years ago2013-08-07 15:54:05 UTC
in Warning: Ambiguous leafnode content Post #314768
I've talked with Wolf-3D from the post that potatis_invalid send me, and i know what the models mean, it has nothing to do with a brush number or something, its just it has concluded that this 'object number x' through compiler has another object through him. and it also is when things are like 0.1 unit from eachother
Posted 10 years ago2013-08-05 13:17:00 UTC
in Warning: Ambiguous leafnode content Post #314723
@tet , i just go to brush number #0 #3 #186 etc ?
Posted 10 years ago2013-08-05 08:51:19 UTC
in Warning: Ambiguous leafnode content Post #314717
yes i used clip!
Posted 10 years ago2013-08-04 18:06:54 UTC
in Warning: Ambiguous leafnode content Post #314709
Do you know what i need to do with the coordinates?

If i create 'one brush' on (1472,-1904,-1879)(-1467,-1872,-1840)

starting XYZ = (-1472,-1904,-1879)
ending XYZ = (-1467,-1872,-1840)

it comes in the air. lol
Posted 10 years ago2013-08-04 13:57:27 UTC
in Warning: Ambiguous leafnode content Post #314703
Who can explain me what Warning: Ambiguous leafnode content is?

I got several warnings about it:

Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1774,-1604,-1300)(-1765,-1600,-1298) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1760,-1636,-1297)(-1668,-1600,-1282) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1759,-1869,-1283)(-1756,-1862,-1282) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1776,-1888,-1292)(-1757,-1853,-1283) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1778,-1890,-1293)(-1769,-1852,-1286) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1472,-1904,-1879)(-1467,-1872,-1840) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1632,-1848,-1583)(-1629,-1848,-1564) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1751,-1853,-1604)(-1731,-1846,-1586) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5500...6000...6500...7000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1472,-2915,-1692)(-1470,-2912,-1691) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
7500...7949 (0.75 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7387 (0.65 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (326,-32,-2423)(-322,-30,-2406) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...3500...4000...4500...5000...5500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1632,-1848,-1574)(-1629,-1848,-1552) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1737,-1861,-1586)(-1707,-1852,-1571) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
6000...6500...7000...7500...8000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2672,-3746,-1230)(-2508,-3391,-722) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
8304 (0.81 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2132,-2805,-2052)(-2129,-2803,-1976) in hull 1 of model 3 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (621,-1267,-2547)(-607,-1256,-2456) in hull 2 of model 186 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (612,-1240,-2522)(-608,-1237,-2470) in hull 3 of model 186 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1775,-1870,-2628)(-1725,-1864,-2580) in hull 1 of model 224 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (448,1209,-2320)(-432,1403,-2215) in hull 1 of model 237 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (666,1072,-3028)(-472,1120,-2950) in hull 1 of model 238 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2945,-1280,-2076)(-2911,-1024,-2044) in hull 1 of model 247 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2984,-2658,-2100)(-2952,-2657,-2084) in hull 3 of model 278 (entity: classname "func_wall", origin "", targetname "")

and cant get a clue why or why not this is really serious bussiness,

tried to check up the logs on svencoop forum but no results
Posted 10 years ago2013-08-03 17:24:11 UTC
in Atom's TWHL Minecraft Server Post #314688
User posted image
updated without all pictures and lame ass stuff in it.

Batavia ( old dutch nation ) is mine :D
Posted 10 years ago2013-08-02 17:28:03 UTC
in [UTILITY] Compilator 3 Public Beta Post #314673
tip: update your website :P

EDIT:

the Dialogs to choose folders make them all the same i dont need to click hundred folders but can use shortcuts to them.. this takes too long :P

and a running pictogram on my bar is also a thingy.. i dont see one yet, might be because i am in the setup part

edit edit:

if i click on the button to get a dialog Game/Mod: i get this..

####################################################################################################

Compilator 3 Version 3.0.0.0 - Error Log

####################################################################################################

####################################################################################################
User Info:
Operating System: Microsoft Windows 7 Ultimate
Architecture:   64-bits
     Culture:   nl-NL
  Resolution:   1680x1050
Physical memory: 4,95 GB / 7,95 GB
Virtual memory: 8191,34 GB / 8192,00 GB

Exception Info:

Exception class: System.NotImplementedException
Exception message: De methode of bewerking is niet geïmplementeerd.
Source file:   (Unknown)
     Method:   (Unknown)
Line number:   (Unknown)
####################################################################################################
Posted 10 years ago2013-08-01 21:50:19 UTC
in rock texture problem Post #314653
I can fix this myself hopefully, i thought of a solution even before post the thread.

I posted this mainly getting to know how to align on a different way, wanted to know what the internet could give me.

I will update the thread and give a solution that i find helpfull.

Its not the alignment its just basicly the skewed/ strange solid structures that are the bad guys in my story.
Posted 10 years ago2013-08-01 09:00:16 UTC
in rock texture problem Post #314644
See, now we're talking..

You got to my point of being at this time, i would like to ask you in way of design how to fix this problem.

If you look at my notch in the rock, how could i do that verticaly or how to do it some more times to fix my textures.

i tried to do this:

alt right click each texture face around the rock,
as you can see on picture. no strange texture alignment is there at the level of textures.
User posted image
but underneath it :
User posted image
you get this. and you try to fix that you get vertical problems..
Posted 10 years ago2013-08-01 07:02:55 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314640
Who's mainly working on it?

i would like to see the code myself :)
Posted 10 years ago2013-08-01 07:01:51 UTC
in rock texture problem Post #314639
Conclusion on rocks in hammer:

no matter how hard you try to get them right, they will always be pain in the ass and textures will never be lined.
Posted 10 years ago2013-08-01 06:23:54 UTC
in Sledge (Hammer Alternative) Alpha Build Post #314636
What is the advantage you can get out of this programme the original doesn't have ?
Posted 10 years ago2013-07-31 13:23:14 UTC
in rock texture problem Post #314618
do you mind uploading it for me ?

i could check if the textures on yours could be fixed better than on mine :)

I think your option is indeed really good!
Posted 10 years ago2013-07-31 11:40:11 UTC
in rock texture problem Post #314610
@stojke

did that help or fix my problem? if so send me the correct rmf :P

otherwise its useless trying. which i know your solution is.

inbefore: i thank you for sharing ideas, i don't know what to do how to fix it either. but the rock has parts that stick too far out to fix my problem. so editing the rock is essential in my opinion.
Posted 10 years ago2013-07-31 09:17:03 UTC
in rock texture problem Post #314608
Captain Terror:

http://speedy.sh/Wjxw6/rockpart.rar

about mega:
use chrome for mega and fix your flash player

double click on each link to download
Posted 10 years ago2013-07-30 20:34:46 UTC
in rock texture problem Post #314597
I got a rock, which is triangle methode,

I would like to have a solution for my problem with the textures,

take a look to the file .rmf cs1.6
https://mega.co.nz/#F!mlJVSYqS!LxJpRUl1ZhhrU1odfuda9g

i do not really know how to fix it with an easy way. you may totally change the rock if it still looks like one !
Posted 10 years ago2013-07-22 16:18:40 UTC
in TWHL Planet! Post #314370
Can some one give me a quick tutorial how to edit the picture nice, i'm good known with photoshop but still some tips are gooood.

I don't want to be seen as some one that is n00b.

inbefore: yep i am.
Posted 10 years ago2013-06-09 13:59:24 UTC
in Entity help triggering breakable glass Post #313918
I'm wondering how to fix my problem.. 'trigger the func_breakable before you walk into it.'

EDIT:

I'm trying to do this:
trigger_multiple> multi_manager > trigger_changetarget(target='multiple'), func_breakable

on spawn: trigger_multiple(delay='30', target='trigger_changetarget2') will reset the multiple target

so i will put every single Terrorist in a box that will teleport them to the spawn i made already.

But if the round is less than 30 seconds playing it will cost problems with the resetting

and if some one joins after round is started(still spawns) and 20 seconds after the player were spawned. it bugs if the delay is less than 30secs.. so this is an another issue on my map..

Anyone that has an easier solution?
Posted 10 years ago2013-06-09 12:21:50 UTC
in Entity help triggering breakable glass Post #313916
To be honest, i think this solution doesn't work because multisource needs 2 or more activated 'entities' to work.
Posted 10 years ago2013-06-09 10:08:13 UTC
in Entity help triggering breakable glass Post #313909
About step three:

Step 3 - Trigger the func_wall_toggle at round start so that it becomes visible/solid again. Also turn on the multisource via another trigger_relay at round start so that it makes trigger_multiple triggerable again.

'at round start' is there any name that goes along with this?
Posted 10 years ago2013-06-08 21:19:40 UTC
in Entity help triggering breakable glass Post #313898
for Sajo, i will check what i can do with that !! looks like a real good concept.

DiscoStu, its offtopic and i don't know your point on this. trigger_once doesnt reset. and func_door triggers when open/close both !
Posted 10 years ago2013-06-08 12:18:17 UTC
in Entity help triggering breakable glass Post #313889
What i meant is not that it should break on round_start. but i wanted to break it if you walk into it(not touch) because you will slow down than.. i wanted:

Break by trigger_(multiple/once) but if you put reset of multiple to -1 it will not reset on next round.
Posted 10 years ago2013-06-07 17:11:20 UTC
in Entity help triggering breakable glass Post #313864
I'm wondering how to trigger a func_breakable(glass) once a round. i tried:

trigger_multiple > func_button reset -1 > func_breakable.
trigger_multiple > func_door reset -1 > func_breakable.

both didnt work.

Can some one help me out ?
Posted 11 years ago2012-09-30 19:17:16 UTC
in Post your screenshots! WIP thread Post #310164
http://i.imgur.com/7Qfoi.jpg

A little room , you drop by. vent you look vertical at you fall through it. the room is just a eye-candy thing i made. not done. will post ingame screenshot asap