Forum posts

Posted 10 years ago2012-05-03 19:01:39 UTC
in Bulletproof wall Post #305931
@stojke with all weapons??

Well that considerably reduce the size of a bullet proof wall if you are right stojke.
Posted 10 years ago2012-05-03 18:11:53 UTC
in Bulletproof wall Post #305928
Ah guys i was so excited about his. i dunno why but in a map it was working i swear but used only awp and deagle for testing in that map.

But then i did some more test in another map (that i made) and it seemed that it doesn't work :(

I am so disappointed but you can continue to test stuff cause i did not fully test out. maybe it uses less walls to stop the bullets i did not try that test out.
Posted 10 years ago2012-05-03 13:22:13 UTC
in Bulletproof wall Post #305921
I found a way to make a wall bulletproof.

By using func_breakable.

Yeah now you wonder how??

Well i just set the material type to unbreakable glass then i set a very high strength on the enetity and awp could not hit the hostage. If it does not work put 2 together.
Posted 10 years ago2012-04-28 06:56:54 UTC
in func_breakables for cs; need help Post #305799
@zeeba-g each time the player will pass through the trigger multiple the box will explode even after it has already been triggered.
Posted 10 years ago2012-04-27 18:24:52 UTC
in [Help]env_beam does not kill Post #305791
Archie thx for the upload did not know how to do that i use paint to make JPG format.
Well i guest i will be using trigger_hurt to simulate the laser death.
Posted 10 years ago2012-04-27 16:40:31 UTC
in [Help]env_beam does not kill Post #305783
of course i did.
JPG quality sucks thats why ;)
Posted 10 years ago2012-04-27 14:03:19 UTC
in [Help]env_beam does not kill Post #305774
hello guys. i recently started mapping a deathrun map for cs 1.6. But I am encountering a problem.
THe env_beam entiy is not killing players.

when the switch activated it triggers the mm's, which trigger the func_train, the doors (which trap the players within the 2 highlighted func_door) and activates the env_beam entity.

The trains move across and the lasers target them. setting a deathtrap.
But the issue is that the player is not kill if he keeps moving inside the laser how do i fix this?
Posted 10 years ago2012-04-27 08:25:57 UTC
in func_breakables for cs; need help Post #305763
Well lol i am rather new to mapping in goldsource (made just 1½ maps).
But i found a solution to your problem.

So you need something to reset every round start, so a func_breakable restarts every round.
My idea is to coat your breakable box with a trigger_multiple which will trigger a multi_manger, this multi_manager triggers an env_beam then triggers another multi_manger with delay of 1 sec that will switch the env beam off.

This env_beam starts from target1 to target2, in between these target lies another "breakable box" having 1 strength. When the player activates the trigger_multiple it switches on the env_beam doing 99999 dmg to the "breakable box",hence breaking it, which targets your breakable box breaking it.

Now the player can pass number of times nothing will be trigger again because the "breakable box" have been destroyed which cuts the link to your box.

Well if its not clear i did a test map (forgot to put light).
Posted 10 years ago2012-03-15 09:00:34 UTC
in Mapping help. jaggy map Post #304318
Ok i figured out that When i was compiliong with hammer itself all the leaf were being drawn together causing my problem. Then i switched to batch compiling nad now it has been solve!
Posted 10 years ago2012-03-14 09:57:27 UTC
in Mapping help. jaggy map Post #304292
WOw i found out that the way the light_environment is placed the rendering is being calculated. Well i am able to make 90 fps now if i get more problems i will ask.
Posted 10 years ago2012-03-13 17:36:48 UTC
in Mapping help. jaggy map Post #304274
Yes i read about the compilers and try to reduce the number of leaf that is being generated but i still lack the knowledge about solving this problem of mine.

When i see all other maps with much more complicated stuff i wonder how they made it not as laggy as i did.

IF it requires any .wad file just tell me i will upload it.

Each time i start creating a map this laggy part really makes want to quit it once and for all!
Posted 10 years ago2012-03-13 12:27:27 UTC
in Mapping help. jaggy map Post #304267
I applied what you said but my map still goes in low fps but less thatn before but i want to acheive 100 fps in most angle of view how can i do that.
I got fed up of the map above and decided to make one.

THere is no light to reduce compile time.
Can you guys help me once i get to understand fully how to build a map i will be very happy!
Posted 10 years ago2012-03-05 22:09:14 UTC
in Mapping help. jaggy map Post #303983
Hi everyone i am new here and for the couple of days i was looking for some tutorial until i got here.Its amazing how tuts are very detailed.
So the map is simple. concept terrorist gets a lot of health but there is only 2 of them and cts have to kill them by all mean. Terro of course is not allowed to use guns.
MY problem:
Well i am trying to make a map for counter-strike (not a normal like des' or css'.
But my problem is that when ever any one faces the ct stronghold they start to get low fps.3
here is .rmf:

The map was way better that this but i tried to correct that particular bug but was in vain so i came here for some help from you guys!