Forum posts

Posted 9 years ago2015-04-10 21:29:03 UTC
in What does the "squad name" npc Post #325238
I have noticed that some types of monsters have a setting called "squad name". What does this do?
Posted 9 years ago2015-04-10 21:27:43 UTC
in A lighting problem Post #325237
I will try those out thanks!
Posted 9 years ago2015-04-09 18:12:59 UTC
in A lighting problem Post #325226
I am using a light_spot or whatever it's called in my map to make it appear as if a brush I have on the ceiling is projecting light down on the floor. It works except that the actual brush itself and the ceiling is still dark, so it looks kinda stupid. How can I make it so that the ceiling and the actual brush that is suppose to be the light are also bright?
Posted 9 years ago2015-03-31 21:26:50 UTC
in How do I make monster deaths trigger thi Post #325169
Thank you!
Posted 9 years ago2015-03-31 20:05:06 UTC
in How do I make monster deaths trigger thi Post #325165
Is there a way to make it so that instead of a trigger triggering something the death of a monster does it? Can I make it so that if I kill enemy X for example then another entity of my choice will be triggered?
Posted 9 years ago2015-03-31 14:15:23 UTC
in A question about multi-managers Post #325158
Thanks! I will do that!
Posted 9 years ago2015-03-31 13:27:54 UTC
in A question about multi-managers Post #325156
The tutorial on them says:
This is used to add the name of an entity your multi_manager will be targetting, as well as the time (in seconds) that entity will be targetted after the multi_manager has been activated. In the Key: field, type in crate1. In the Value: field, enter 1. Hit the OK button to log the entry into the keyvalues area. You have just set up the first event in your sequence! The func_breakable called crate1 will be activated (blown up) one second after the multi_manager itself has been activated. Now hit the add button again and enter crate2 and give it a value of 2.5. Hit OK to log the entry. Now crate2 will be blown up 2.5 seconds after the multi_manager has been activated. Add the entries for crate3 and crate4, giving them whatever time values you prefer.
I know how to use them but the thing is, what if I don't want to wait 1 second before they fire? What if I want to wait only half a second? Or what if I want them to fire instantly?
Posted 9 years ago2015-03-28 19:31:49 UTC
in Problem with making ladders Post #325076
So I looked at the tutorial and I was able to create a working ladder. But for some reason I can't make the ladder look transparent, so the black parts still continue to exist. It looks ugly. What exactly do I need to do in order to fix this?

I am mapping for the original half-life by the way.
Posted 9 years ago2015-03-28 13:47:34 UTC
in Walking over enemy corposes kills me for Post #325066
Never mind I fixed it. For some reason a couple of func_rotating were causing weird problems in the map.
Posted 9 years ago2015-03-27 19:03:10 UTC
in Walking over enemy corposes kills me for Post #325046
I have this really bad and annoying problem with my map. For some reason when I touch enemy corpses I just die for no reason! Here is the map and editor file (the editor file is for Jackhammer though):

http://www.filedropper.com/firstblood

http://www.filedropper.com/firstblood_1

Any idea why this happens???