Forum posts

Posted 9 years ago2015-03-31 07:26:28 UTC
in Empty rocket launcher. Post #325148
Well, since I am in fact making a mod, and I finally got the code to work, I guess that I could do the proper coding if that ever comes into question... But, I never brought up this question becuse I really needed to know, but more becuase it was an interesting concept.

Anyway, it seems like it's in the part of code that give you the ammo in the gun, so for instance when you pick up the pistol there's an ammo clip in there. It appearantly checks if the map name is d3_c17_09, and the RPG's name is player_spawn_items. If both are true it will give the player 0 rockets, if they are false the player will be given 3 rockets (like normal).
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-30 17:41:32 UTC
in Empty rocket launcher. Post #325131
Ha! I finally found it! It seems like it was hardcoded after all. I found this piece of code and comment while looking through the source code for Half-Life 2:
{
#ifdef HL2_DLL
	if( FStrEq(STRING(gpGlobals->mapname), "d3_c17_09") && FClassnameIs(pWeapon, "weapon_rpg") && pWeapon->NameMatches("player_spawn_items") )
	{
		// !!!HACK - Don't give any ammo with the spawn equipment RPG in d3_c17_09. This is a chapter
		// start and the map is way to easy if you start with 3 RPG rounds. It's fine if a player conserves
		// them and uses them here, but it's not OK to start with enough ammo to bypass the snipers completely.
		GiveAmmo( 0, pWeapon->m_iPrimaryAmmoType);
	}
	else
#endif // HL2_DLL
	GiveAmmo(pWeapon->GetDefaultClip1(), pWeapon->m_iPrimaryAmmoType); 
}
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-29 17:16:02 UTC
in TWHL Tower Post #325108
Just two days left... I cannot wait! I bet (just using the saying, I'm not betting anything) I'm the person on this entire communtiy who anticipates this project most.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-29 12:44:20 UTC
in Problem with making ladders Post #325102
Hmm... But when I tried, it didn't work when I wasn't using perfect blue... Any reasons for that?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-29 07:59:05 UTC
in Problem with making ladders Post #325096
Everyone is different, aren't they? That's just how I am. Or am I wrong about it?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-29 07:32:45 UTC
in Problem with making ladders Post #325093
Oh, then excuse me, but tell me why it didn't work when I wasn't using pure blue?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-29 07:10:11 UTC
in Problem with making ladders Post #325091
@DiscoStu Actually, you're both right and wrong. The color must be the 255th (last) color in the palette and pure blue. I tried making a tree texture before, and then I filled up with blue color (rgb value: 0 0 255). But that didn't work. Then I looked at some of the official texures, and found that the blue color was allways last. I moved it lastly, and it didn't work. Then I had a look at the color I used, and it seemed like the hexadecimal value was incorrect. The RGB values was still 0 0 255, but the hexadecimal value was something like 0000fe. So, it's important that the last color in the palette is pure blue with a hexadecimal value of 0000ff.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 19:49:07 UTC
in Problem with making ladders Post #325077
You need to use a special texture and a special brush entity parameter.

The texture's name must start with "{" and have blue parts in it. The blue parts will be transparent in game.
Then, the brush must be made into a func_wall, have it's rendermode keyvalue set to solid, and it's render ammount set to 255.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 16:31:09 UTC
in Empty rocket launcher. Post #325073
Thing is, I know it's possible, I've seen it with my own eyes, and probably a few others. The reason I found out about this in the first place was becuase I was trying to get the "Counter Sniper" achievement.
I started a new game in "Follow Freeman" and then I thought I coul use the RPG to take out the snipers. Problem was, it was somehow mysteriously out of ammo. I hadn't used it, but I still had it. The red Icon was still in the weapon selection screen, and I saw the pickup Icon at the beggining of the map (wich was red by the way, indicating out of ammo). If Valve did this, how do I do it? I suppose it may be a hardcoded event to remove all RPG ammo if it's a new game, and the map is d3_c17_09, but if anyone knows how to do this I would appreciate it.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 08:27:42 UTC
in Empty rocket launcher. Post #325065
I'm working on a project, and I'm having a problem with the equipment when a player starts a new game in a specific map.
Basicly what I want is that the player should start with a whole bunch of items, including an empty rocket launcher.
I allready know how to set up a system to give the player all the items they need through point_templates and env_entity_makers. But what I want is the player to have the rocket launcher, but not being able to use it, becuase it have no ammo.
Think this is impossible? Well, try and start up a new game in the chapter "Follow Freeman". You'll see a red rocket launcher pickup icon, and the weapon will be in your inventory, but it's out of ammo.

So, my question is:
How do I use point_templates and env_entity_makers to give the player a rocket launcher that's out of ammo?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 05:44:19 UTC
in Model Hacker for HL1 Post #325062
If you just want to retexture the model, there's no need to decompile the .mdl files and edit the .smds.
There's a nice tutorial on the topic right here: http://twhl.info/tutorial.php?id=59
Also, most of the smds are animations files. The smd format is used for both polymeshes and skeletal animations. But the one containing the meshes is probably named something like "weapon_reference.smd" or something alike.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-28 05:39:43 UTC
in Walking over enemy corposes kills me for Post #325061
Is this in the HL1 engine? Does this only happen when they're playing their dying animations? Are you using an older (pre-steam) version?
If all of the above are true, I might know the problem. When monsters play their dying animations, they're firing an event to the event system to set their state to "dead". When a player touches them at the very same time this event is fired, it will apply to the player too.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-27 13:21:56 UTC
in Help with (ridiculously sexy) windows Post #325038
Perhaps some regular light entities in front of the windows will give the effect you want.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-27 10:06:03 UTC
in TWHL Tower Post #325034
We're eally closing in on the last of march! Forget about your lifes, use all the freetime you've got to get finished with your floor!
Dr. Orange Dr. OrangeSource good.
This post was made on a thread that has been deleted.
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Posted 9 years ago2015-03-23 15:03:11 UTC
in TWHL Tower Post #324966
Wow, this thread is getting completely floored.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-23 14:46:15 UTC
in TWHL Tower Post #324964
Can we just make a floor, or must we keep the walls and ceilings?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-23 11:53:33 UTC
in TWHL Tower Post #324953
This tower will be more of a... Apartment building of sorts. Without the apartments.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-23 11:51:59 UTC
in SoHL func_water and sparks at world orig Post #324952
Func_water works mostly the same as a func_door, but with water. If the valve can toggle the water, it can toggle the barrels.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 16:46:24 UTC
in Apollo XXX Post #324921
Advertising!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 16:29:03 UTC
in General Technical/Pipeline Questions Post #324919
You can change the sound files. Most NPC sounds can also be changed in sentences.txt. This not only apply to the sentences spoken by scientists, security guards and soldiers. All NPC sounds are defined in here, so you can have completely different names and folder for the different sound files.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 13:18:55 UTC
in Apollo XXX Post #324913
Yes, I'm a Steam user. Otherwise I wouldn't use the Steam launch command.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 12:53:00 UTC
in General Technical/Pipeline Questions Post #324911
To download the source code, you click the "Download Zip" button near the right of the page.
All changes to HUD images is applied in the .spr files under the sprites folder. There's a tutorial for that somehwere on the internet. For the reload animations, just give all your animations the same names and order as in the original model and you should be fine.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 12:04:38 UTC
in Apollo XXX Post #324910
Oh, wait. I'm using a different command then the stock one to launch Half-Life from Steam through Hammer.
Uncheck the box next to the $game_exe command.
Create a new command, and make it point to your steam.exe.
Make the parameters: -applaunch 70 -game (yourmod)
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 07:59:09 UTC
in C++? Post #324904
The actual .exe isn't in the main directory of Visual Studio. Look through the different folders until you find an exe named "vs2010.exe" or something like that. I think "vs_setup.exe" will either re-install Visual Studio or uninstall it.

It's devenv.exe located at "[vs install]\Common7\IDE\devenv.exe". But you should use the shortcut it put in your start menu or desktop instead. -Penguinboy
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 07:56:49 UTC
in Apollo XXX Post #324903
Hmm... Does it also seems like you can't move around or hear any of the in-game sounds? If that's the case, just click with your mouse. If that doesn't work, alt-tab out of the game, and then bring it up again. I've found this is a bug when you load the game from Hammer. I suspect that it' because the window currently loaded is hammer, even if half-life is displayed. I hope this helps you.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 20:06:32 UTC
in General Technical/Pipeline Questions Post #324861
To change the ammo capacity, you must unfortunately use custom coding.
The good news however, is that this small code change is extremely easy. Implementing completely new AI and weapon functionality is the hard stuff.

To get started, you'll need the Half-Life Source code, wich can be downloaded here: https://github.com/ValveSoftware/halflife
You'll also need Visual Studio 2010. There's the express version for free, unless you've bought a license for Visual Studio 2010, in wich case you should use it.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 19:41:03 UTC
in General Technical/Pipeline Questions Post #324859
There's probably a full mod tutorial somewhere on this page, but here's a quick reference list.
Your mod directory folder is a folder inside your main Half-Life directory. The one used for Half-Life itself is called valve, but your custom mod folder should be the name of your mod (without any spaces (or just an achronym)).
In your mod folder and it's subfodlers is where you have to edit anything. First of all you'll want to create the liblist.gam file.
To add custom sounds, create a folder named sounds and add 8-bit 11025hz .wav files to subfolders of the sound folder.
For models, you add your .mdl files to a model folder. If you don't want custom coding, you have to name them exactly the same as the originals.
Textures must be added to custom .wad files in your main mod folder.
For the main menu screen, you need to make an 600x800 image file (I think it needs to be a 256-color .bmp) with your backgrounds grahics. Since Steam Half-Life (wich I use) loads the beckground differently, you'll have to run the file through a program wich generates a Steam compatible background.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 16:11:31 UTC
in Apollo XXX Post #324846
My way of mapping is this.
1. Open Hammer.
2. Mash in everything I can think of.
3. Find a pattern and interesting gameplay puzzles.
4. Delete everything.
5. Use the info from step 3 to create a good map.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 15:43:37 UTC
in Apollo XXX Post #324843
I've heard from a lot sources that you should start planning your map before even touching your computer. So take a pencil and a piece of paper, and start sketch the layout of your map.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 07:29:30 UTC
in C++? Post #324829
Valve have released the source code for Half-Life to work with Visual Studio 2010. In case that interests anyone.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-20 15:19:01 UTC
in SoHL func_water and sparks at world orig Post #324806
There is another thing you could try. Make the barrels momentary_doors and give them the same name as the water.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-18 14:04:16 UTC
in SoHL func_water and sparks at world orig Post #324767
Oh, yeah. I also had that. A scientist was unable to say a scripted sequence for reasons unknown, and a spark appeared over his head.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-16 12:18:39 UTC
in TWHL Tower Post #324743
Actually, I haven't seen a rule for entry in this project that says your floor needs gameplay. I bet you can make an eyecandy party without any gameplay at all and it will still be good.
Just looking at a nicely designed room can sometimes be more fun then blasting off some aliens.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-14 13:46:06 UTC
in TWHL Tower Post #324709
A good map isn't made in one day. It's made in two days.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-13 20:29:48 UTC
in TWHL Tower Post #324684
That kind of brushwork is exactly what the GoldSource Engine is usefull for. You can't really make good brushwork in Source, since almost Everything have to be models, or it will just look bad.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-13 16:53:26 UTC
in TWHL Tower Post #324674
Hooray!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-12 16:16:40 UTC
in Blender to Goldsource Post #324654
The model entity in question should be a monster_furniture, wich is then used by a scripted_sequence. This combo was once used in the autumn of 1998 where it was used to simulate the physics of a file cabinet falling onto a certain head munching parasite.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-11 16:47:58 UTC
in TWHL Tower Post #324633
@urby Did you manage to fix those glitches in my map? I know it's just plain out bad to just drop my map with someone and expect them to fix it, but I'm not very experienced with the changes to entities Spirit made.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-09 16:13:28 UTC
in TWHL Tower Post #324587
I've really seen the lobby as a sort of pre-level up to this point. The 0th level, if you get what I mean. A short introduction to what the rest will be about. The part where nobody tries to kill you. Were the story I assume you have written for the mod is started.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-09 15:41:37 UTC
in TWHL Tower Post #324584
Looks like windows think you are a C++ developer.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-09 14:55:01 UTC
in TWHL Tower Post #324582
My floor is included in the download, along with what I presume is your floor and the lobby (wich surprisingly contains gameplay).
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-09 14:08:38 UTC
in TWHL Tower Post #324580
Did you accidently put the completed floors in the download?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-08 08:55:31 UTC
in Science and Industry Updated Post #324566
Seems to just be some sort of bhopping multiplayer deathmatch mod.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-06 17:03:21 UTC
in locked door button unlock Post #324548
The button must target the multi_manager, and not the door directly. Also, the door should have an empty 'name' field.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-06 16:16:57 UTC
in locked door button unlock Post #324545
Place a multi_manager entity in your map and give it a name. Now, set the door's 'master' keyvalue to the name of the multi_manager. Now, make the button target the multi_manager. Now, when the player steps up to the door, it should open.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-06 12:58:32 UTC
in TWHL Tower Post #324535
Finally! People are getting done!
Dr. Orange Dr. OrangeSource good.