Forum posts

I think it already exists. :/ but I don´t know if it is what you want, it seem to do what you need.

trigger_counter, is a brush based entity, If Quark is not lying me...

There´s also a point_entity with the same name, but I have never ba able to know how they work. I tried once, but with no success.
trigger_counter location :)trigger_counter location :)
Posted 2 years ago2021-07-05 14:31:26 UTC
in Need help with weapon coding Post #345732
Post full code please!!! :)
Posted 3 years ago2020-11-24 20:40:56 UTC
in Monstermaker enemies not hostile Post #344950
Monsters spawned by a monstermaker CAN´T perform scripted actions through scripted sequences, at least directly without making them be triggered to do so. Also, in the flags of the monstermaker there´s an option for the monsters not acting as enemies, try to ckeck if that option is ON.
Posted 3 years ago2020-11-03 06:26:07 UTC
in Programming video tutorials Post #344816
Hey!, that´s a pretty "dog" (It is an arctic fox, right?). BTW: I still use old 2003´s HL SDK and MSVC++ 6.0, but I must admit that´s because I did not know that the latest SDK was on Github, neither I know how to use another program to code... :nya:
Posted 3 years ago2020-10-14 14:05:23 UTC
in Post your screenshots! WIP thread Post #344772
Hi Admer, got the same effect in ZWC using smoke sprites. :)
Posted 3 years ago2020-07-24 08:14:03 UTC
in Looking programmers for my mod Post #344569
Looked to your mod, but can´t see differences. :/
Posted 3 years ago2020-06-27 10:33:32 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344476
Wow!!. Keeping Matrix alive!!
I think that a lot of talent is gone, not by the quality of their work but for them be pioneers in the HL modding community. ;)
It is sad. :( How many talent gone forever...
Posted 3 years ago2020-06-22 05:25:40 UTC
in Good old Counter Strike 1.6 maps Post #344450
How the ... :nuts:
Posted 3 years ago2020-06-21 21:28:38 UTC
in Good old Counter Strike 1.6 maps Post #344446
cs_disco, I love its music. I´ve never found it in any site of mapping... :(
Oooooo-kay. I´ll start to search info about how this things are done. Meanwhile I´´ll put hings in order (textures, files, a fresh HL install, you know.). :) This time I don´t want to do anything outside the boundaries of the HL SDK, nothing fancy, maybe only two things out of the SDK, but no more.
Hi Shepard!, yes, when I was looking to add this feature I thought that the method you say was the right way to do it, but I cannot figure how to do it, so, probably I´ll still work with what WON HL can offer me. BTW, that method is server side only code, right?
I will. :)
Just that, I remember maybe two years ago that someone here said that it is possible, but I don´t know if there are any non-Xash3D mod out there with this feature added. Have anyone tried it apart of Uncle Misha? (and succeeded, of course).
Posted 3 years ago2020-06-18 13:52:01 UTC
in Mod source code downloads? Post #344417
I don´t know. I´ll check if there´s still some SDKs scattered there somewhere.
Posted 3 years ago2020-06-17 19:21:24 UTC
in Mod source code downloads? Post #344413
Did you search in Moddb?
Posted 3 years ago2020-06-15 19:54:58 UTC
in Player hands. Post #344407
Ok. Time to do a bunch of models!! Thanks Dr! :)
Posted 3 years ago2020-06-15 18:18:12 UTC
in Player hands. Post #344405
Hi. I´ve got one question, in HL deathmatch, the different characters used by players, change their hands accordingly? or they show Gordon´s hands always?
Posted 3 years ago2020-06-14 11:31:30 UTC
in SharpLife - Dot Net Core based modding p Post #344400
Got it, thanks!!
Posted 3 years ago2020-06-09 23:05:31 UTC
in SharpLife - Dot Net Core based modding p Post #344386
There will be a SL Single-Multiplayer source then?It is not that I will start anything in a near future, but it could be interesting for people to start doing something cool with the GS code using your "mod". :)
Posted 3 years ago2020-06-09 13:54:20 UTC
in SharpLife - Dot Net Core based modding p Post #344383
Compatible mods?
Posted 3 years ago2020-06-07 00:01:46 UTC
in Right way to set up counter + conditions Post #344375
No, no, haha!, it is only my personal project, the problem is that I am so nerd that I want the things perfect even in the slight of the details. It has even an EULA!!. Sounds absurd for something that will ever be released, but I am done this way. ;)
Posted 3 years ago2020-06-06 12:43:17 UTC
in Gaming For Your Sins Post #344371
Really, It is the first time I almost undertood J.A.C.K. The elevator music reminds me of POSTAL 2, kind of crazy stuff, but, this tutorials are great. :) The only problem for me is to understand what you are saying because ,man, you talk fast, but it is my problem though, I must learn more english !!! I want more tutos!!!
Posted 3 years ago2020-06-05 14:11:46 UTC
in Right way to set up counter + conditions Post #344364
It´s multiplayer but can be played with (my very bad coded , with very bad IA and so very dumb) bots. :)
Now the mod its DONE, after 15 years, yesterday I burned a CD with the installer and the new (56 pag) manual and some extras like the CD-DVD cover.
I´m very happy, after 15 years being a noob I finished it, and it looks not very very bad in the end, haha!.
I dont know. Maybe I should do a raffle for a free CD copy just to celebrate this! what do you think? :crowbar:
Posted 3 years ago2020-06-01 14:06:56 UTC
in Gaming For Your Sins Post #344349
Good job!!
Posted 3 years ago2020-05-31 11:39:15 UTC
in Right way to set up counter + conditions Post #344341
You´re as tidy as batman´s Alfred!. Sorry for being so dirty at posting code. I´ll test it and give the results ASAP. :) Aaaannd... IT WORKS!!, I have to reduce a bit of time the RANDOM part, the Bots reload flawlessly, but seemed to have a delay between the time when the ammo is adden and the time they detect that they already have that ammo loaded. For the rest... it is perfect. Thanks Captain P. Time to add your name to one of the Bots and to add you to the credits video!!!. :)

User posted image
Posted 3 years ago2020-05-30 21:01:54 UTC
in Right way to set up counter + conditions Post #344337
Well, this code is within the:
void CMjolnir::PrimaryAttack()
function (the name is for one of the weapons), and my code starts right under:
My code it´s another if and don´t belong to any other code.
If you want to have multiple lines of code depend on an if statement, then you have to surround them with curly braces:
That´s what I did before, but it does not work. :(
		                 m_flFreeammotime = gpGlobals->time + RANDOM_FLOAT(1, 5);// New code
		                 if (gpGlobals->time >= m_flFreeammotime) //New code
		     		UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "AUTORELOAD\n");//New code
				    m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] += 99;//Old code
Unless what you say is:
if (FBitSet(m_pPlayer->pev->flags, FL_FAKECLIENT)&& (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)/*Old Code*/
            && (m_flFreeammotime <= 0)) //New code
 {            m_flFreeammotime = gpGlobals->time + RANDOM_FLOAT(1, 5);       } //New code

if (gpGlobals->time >= m_flFreeammotime) //New code
		     		UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "AUTORELOAD\n");//New code
				    m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] += 99;//Old code
Looks easy to do a countdown part that activates something, but I swear it´s not. :pwned:

EDIT: Well, doing that the code works, the AUTORELOAD message appears, BUT it does always appear. It´s like if m_flFreeammotime is always 0 even if the condition m_rgAmmo[m_iPrimaryAmmoType] <= 0 is not met. :/
Posted 3 years ago2020-05-30 18:47:22 UTC
in Right way to set up counter + conditions Post #344334
Crap. I should put the code here, right?
                    if (gpGlobals->time >= m_flFreeammotime) //New code
		     		UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "AUTORELOAD\n");//New code
				    m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] += 99;//Old code
Posted 3 years ago2020-05-30 15:01:25 UTC
in Right way to set up counter + conditions Post #344331
Wow. Well, my function looks like this now:
          // Bots usually cannot reload because trolley_monster cannot reach
          // them, so we give them a little ammo.
	     if (FBitSet(m_pPlayer->pev->flags, FL_FAKECLIENT)&& (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)/*Old Code*/
            && (m_flFreeammotime <= 0)) //New code
		                 m_flFreeammotime = gpGlobals->time + RANDOM_FLOAT(1, 5);// New code
		                 if (gpGlobals->time >= m_flFreeammotime) //New code
		     		UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "AUTORELOAD\n");//New code
				    m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] += 99;//Old code
And, obviously, it does not work. the message "AUTORELOAD" was not displayed because the code is not executed. I´m not good at C++, but even so, I cannot understand why the message is not displayed and thus the giving ammo part either. If I delete all the time logic...
//New code
...If I can call what I did "logical" in any sense :crowbar: the code works.
Posted 3 years ago2020-05-30 09:31:15 UTC
in Need help with player.mdl Post #344329
You´re welcome! :glad:
Posted 3 years ago2020-05-30 08:36:28 UTC
in Right way to set up counter + conditions Post #344328
Ok. One thing, because the specified conditions are what start the countdown, will it not be disabled if the conditions are not active?

Like setting the:
m_flAutoReloadTime = 0; zero, so it can start all over again when the initial conditions trigger the Countdown again.
I'm not too familiar with the HL SDK
Who'd say! :lol:
Posted 3 years ago2020-05-29 22:14:58 UTC
in Need help with player.mdl Post #344321
SLOW version: Decompile. Import smd files. Take Bip01 in Milkshape3D (Trial version, you´ll have 30 days to do so) and raise it 35 units on each keyframe. Export (reference and sequences), re compile. Voilá.
FAST: Take HLMV, decompile, edit QC file. In ORIGIN modify its values bit by bit (I can not remember but it is like 0.00000 0.00000 0.00000 for X,Y and Z), recompile, and, again, voilá. :) Use the latest compile/decompile executables to avoid the feared UV displacement, but there´s a fix somewhere in moddb...
Posted 3 years ago2020-05-29 21:09:43 UTC
in Right way to set up counter + conditions Post #344319
Checking whether m_flstufftime is 0 or less only makes sense if it represents the time that is left until something needs to be done.
Yes!, What I need is that, when the if condition is checked, a countdown starts that has to be a random number (from 10 to 5), the entity in this case needs to wait those random numbers that go from 10,9, 8...(and so on) to 5 from where the countdown starts seconds before the dosomething; part is executed.
m_flstufftime is not a very descriptive name. Something like m_flCountdownTime would be more clear.
Yeah, it is named m_flAutoReloadTime;, and it is related to the Bot AI. ;)

What I (obviously) don´t know how to do is a countdown in code that takes values from 10,9,8 (and so on...again) until 5 seconds. That´s it. One if starts the countdown within the brackets, and when it reaches zero, then something is executed. Just that. :)
Posted 3 years ago2020-05-29 16:05:30 UTC
in Right way to set up counter + conditions Post #344317
Hi. I have tried to set a counter that, once certain time is reached do something. It is like this:
	if (condition)
	        while ( m_flstufftime < gpGlobals->time )
					m_flstufftime += RANDOM_FLOAT (0.025f, 0.01f); // Decrease 1% every fixed random seconds from 1 to 10 if I am not wrong

					if ( m_flstufftime <= 0 )
But it does not work, because once the amount of time is reached (1 to 10 secs) the code is not executed (i can´t see the result).
Any help?

This is the other version of the code. Still no results.
	if (condition)
	       	m_flstufftime = gpGlobals->time + RANDOM_FLOAT (5, 10); ;
					if ( m_flstufftime <= 0 )
Hi Shepard!!, Wow, that´s the fix I needed ages ago!, haha. I tried something similar but, as you did say, the game crashed over and over, of course my code was, as always, intuitive (I see a piece of code that I "think" works ina certain manner and then I copy-paste it to see if it works). Mmmmm, I´ll try this. Well, my code does not crash because it just make the gunners "chase" the Trolley guys and because there are better targets, finally they get close to the Trolley but don´t shoot him. Very dirty coding, imho. :)
A monster following another monster? Like, actively? I'm not sure that you could. Unless you faked it or the monster was trying to kill the other...
Sorry for bumping this, but I totally forgot to THANK Jessie for pointing me to the right direction, because finally that´s what I did in the end, so any credit is for you! Thanks Jessie. :)
Posted 3 years ago2020-05-23 14:13:32 UTC
in How to create Pak files Post #344288
So, if you want better fps, learn graphics programming and rewrite a part of, if not the whole renderer to work more efficiently. Otherwise, don't make high-poly models.
Yeah, Admer, that´s the point. But I have NO idea on how to do what you say, neither I have the time to start learnig a programming language from scratch, I´m too old :crowbar: . I don´t know how I got this far with the poor knowledge of C++ I have, I was so lucky of Sheppard and Solo being gentle and help me countless times, I will lnever thank them enough for that. :)

In the other hand I´ve done a heresy doing the mod as I did. I´ve done all the map as a big container with 12 high poly models as the main structure and a lot of models in it, that, in the end, result in a low framerate for the 50% of the gameplay. I took the engine without having considered that BIG handicap, stupid me, but 15 years ago many of the actual engines were not available, even they did not exist either, so I decided to use what I knew and with what was availabe at that time, and what had full support of modders.

Now I regret it a bit, but I think I managed to do a slightly good work, and, more important, I finished it without feeling completely ashamed of its quality. If it wasn´t for the rendering problem it could be perfect :)
Posted 3 years ago2020-05-23 12:27:23 UTC
in How to create Pak files Post #344285
That´s what I´ve thought... Too beautiful to be true, hahaha!! :lol: I hope some day you´ll release something like the version of Xash I´m using but with a full working GPU render system embedded (I mean, my version of Xash HAS NOT a gpu rendering system, just CPU rendering)..
Posted 3 years ago2020-05-23 09:21:31 UTC
in How to create Pak files Post #344283
So, what you are trying to say to me is that, there´s a way Xash3D will make run my mod at 60 fps if I use the OpenGl32.dll from paranoia? I don´t care of VAC since this project is private and I don´t intend to make it to the public (yet), so if that solution works, I´ll be more than happy. But Solokiller points me to a direction that seemed to be fine tough and within the very folder of the mod. I am quite lost now, guys. :/ Sorry.
Posted 3 years ago2020-05-22 18:08:44 UTC
in How to create Pak files Post #344277
replacing the engine window with a custom one, redirecting engine functions so you handle it in client.dll, only when VAC is disabled of course just like when you use custom opengl32.dll files
Oh, if only I were able to get everything rendered by the GPU and not the CPU. Imagine, with the GTX 1050 that my PC mounts, the Mod would not drop below 140 fps and now it does not go up from 25 until very late in the game, which is when many of the models used in the environment disappear and start throwing values of 50 fps...
But I must put up with what I´ve done so far! :) BTW: Thanks a lot Solokiller for pointing me to avoid the dll changing!!
Posted 3 years ago2020-05-22 13:54:29 UTC
in How to create Pak files Post #344272
Wow. I have recently updated my graphics card drivers and that included some Vulkan stuff, idk if some OpenGl stuff is updated aswell. Aniway, I´ll try Paranoia´s OpenGL32.dll, just in case. :)
Posted 3 years ago2020-05-22 06:10:48 UTC
in How to create Pak files Post #344267
Mmmm, I wonder how I can use Opengl32 with my mod. The gane estructure is like the one of an standalone game, it not depends of a HL folder with its Valve folder inside, and there's no OpenGL.dll anywhere :(
Posted 3 years ago2020-05-21 18:44:25 UTC
in How to create Pak files Post #344262
I remember that some years ago, maybe 4 or 5 years, some guy I know who loves Sven Coop tried to use my mod along with another mod of CS I´ve done changing skins and using some files that let me change some parts of the gameplay (I swear I cannot remember what its name was), and he have had some trouble with that, aniway, after that, I discovered Xash3D and I fixed my problems with edicts and I stick with Xash3D until now. Aniway, THANK you so much for your help!!! :P
Posted 3 years ago2020-05-20 21:46:35 UTC
in How to create Pak files Post #344256
The only version that offers me stability and bug-free gameplay is 48/98 (Build 3598), the rest are an absolute mess that don´t let me make a standalone game, pushing me to use the old mod structure for HL (A folder inside the HL folder that must run inside CUSTOM GAME menu).

I quit of using half-life version for three reaons: edict limitation that always make crash the Mod, among other failures, and because I cannot use materials, and, of course, because Xash has menu background map support. :)
Posted 3 years ago2020-05-20 15:54:19 UTC
in How to create Pak files Post #344249
Aniway, the mod, after 15 years and 15 years, at last can be considered Oficially finished!!
Pag 1Pag 1
Pag 2 (of 2) Quick reference CardPag 2 (of 2) Quick reference Card
The full manual is still being written, it´ll be long and with lots of info, but that can wait because what´s needed to play the mod is in that QRC, the rest of options are quite intuitive if you have played Half-Life (or its mods) before. :)

Thanks to all of you people who have contributed to it!!! :P
Posted 3 years ago2020-05-20 14:11:38 UTC
in How to create Pak files Post #344248
No, not at all, I´m spanish, but all my material except very little things is all done in english. ;) But, don´t worry, the pak thing was something I want to do just for the sake of order and, well, I think it´ll look cool if you just can see a pak and the config files instead of a bunch of subfolders. :)
Posted 3 years ago2020-05-19 17:27:17 UTC
in Compiling dll problem Post #344240
compiling dlls is "quite hard"
I think you should get a second hand CD with MSVC++ 6.0, that´s what I did finally from a guy here in Spain (10€ lucky me!!).

Search on EBay and for less than 50$ your problems will go away. :)

If you want I can give you the old tutorial from TWL about set up MSVC++ and compiling both client and server dlls with which I am working for the last 15 years.

Warning: I am NO CODER, I can barely modify things here and there, I still don´t know how to do the "HELLO" program... :/
Posted 3 years ago2020-05-19 14:14:51 UTC
in How to create Pak files Post #344239
Mmmm... PakExplorer throws this:
User posted image
And... Yes, PakScape, and I swear I don´t know why, now ALMOST works, It throws me a pak file that´s incomplete... There are some files, no matter how lenghty is its name, that are not include and when I try to add them in PakExplorer the "Invalid name...", blah, blah appears again.

BTW: I want a pak file for the sake of order because it will not be a "modificable" mod. Oh, I am doing this because the mod now is 100% complete. Only the manual and the installer are left to be done. :)

Well. I realized that, for some reason even with a full pak (I have tried the "very-short-names" method) the Xash engine does not like very much the pak I have done because it does not work. Well, less work for me!!. Thanks aniway to you all this time ;) and sorry for a questions apparently so easy to fix. :pwned:
Posted 3 years ago2020-05-19 09:27:09 UTC
in How to create Pak files Post #344235
Hi penguin, the folder has only three letters as its name, inside a 10 letter folder all in the root drive. The rest are the common HL folders,so, no, I have read well the message, even I have renamed asset's names just in case.

Folder is as follows:


Even will al lenght of folder's and subfolder's names put togheter it will be no more than 32 letters in lenght, far shorter than those "55" characters you did say. :( I'll try to use names as short as "a" or "b" for assets, but it will be a pain in te ass to change all ents names in the map editor and in the very SDK...