speakerentity plays lines from a sentence group randomly. What you're looking for is an
ambient_genericto play the sentence you want. Just use an
ambient_genericas you normally would, except instead of giving it a sound file to play, you give it the sentence you want it to play. Just remember that you need to add an exclamation mark (!) in before the specified sentence name in the
ambient_generic. So the sound file value of the
ambient_genericwould be "!SENTENCE_NAME_HERE".
MOCOLONI said:I also took a look at an exemplary FGD and noticed that some of them also have 'Sequence' for studios with models - are those for models with animations?It's used for previewing model animations in Hammer. You put in the number of the sequence (as defined in the model, you'll have to use a model viewer or decompile to model to find a list of all animations for a model) and the entity will play that animation in the 3D viewport.
MOCOLONI said:I'm no expert, but it makes me wonder if 3.5 is actually a Valve product as it can't be found anywhere 'officially'.It is made by Valve, but it isn't officially supported as it was only released as a beta. I believe it was only ever released on the old VERC website, which has been defunct for years, which is why it can't be found "officially" anywhere anymore.
abbadon said:Because of its size I need to remove three of the 6 fingers of the "hand" to reduce e-poly count once the sequence is finished, letting only 3 of the "fingers" play their role and attack the players.Then you should probably make the two sets of three fingers separate entities, with separate models for each finger set. Then you use a trigger_relay to kill the finger group that no longer needs to exist.
Striker said:Do you guys feel like they diverged from the overall theme style of the original Xen? I know it's a modern interpretation, but that's what I sense. I haven't played a in a long time but I remember more purplish surfaces.From their devlogs, as I have understood, it looks like they're completely reinventing Xen from the ground up rather than re-imagening Valve's Xen. Still, I can't wait for Xen to finally be released. Gonna have to play through the whole game from start to finish when that happens.
Stojke said:Why not try to make an structural and operationally correct black mesa laboratory section? With thought on foundation, structural support, installations, ventilation, drainage, climate/atmosphere equipment, special structural enhancements for special equipment, emergency devices/passes/etc, placement of things... Would be nice to see.Or even the complete opposite: make a work environment that is so obviously dangerous and unsafe it's a complete miracle that it still works.
Make it in space even.
Make it named the "TWHL Safety Inspection" compo.
Would be nice to see Sector C test labs from an eyes of an safety inspector
logic_choreographed_sceneentity, which can be used to play
.vcdfiles previously created in Face Poser.
.vcdsto see if they’re right for you. The stock scene files are not included in Half-Life 2 since they’re compiled into a single
scenes.imagefile. However, they’re all included with Source SDK 2013, which you can find on Valve’s Github page.
hfc said:wad files are in the same folder with bsp file. but i cant manage hlrad to see wads.That's what the -waddir command is for. I haven't used it myself, but I'm guessing you simply add "-waddir <path>" to your command line options when running hlrad.exe, with <path> being the directory path to the directory where your WADs are.
hfc said:Howto Fix: Make sure the file '<mapname>.wa_' exists. This is a file generated by hlcsg and you should not delete it. If you have to run hlrad without this file, use '-waddir' to specify folders where hlrad can find all the wad files.Maybe this part is of interest?
Urby said:I'm also getting increasingly frustrated with glass and water rendering in darkened rooms... Limitation of then engine I know, but it's quite distracting in places. Gonna have to figure out a way to make it look natural.VHLT has an "embed lightmap" feature that bakes the lightmap into the texture for transparent objects. It instead looks a bit wonky when the player shines the flashlight on it, but it's a calculated tradeoff you have to do.