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Arial, Eurostile and Helvetica Condensed Black are some of the fonts used if I recall correctly.
Posted 9 months ago2024-02-11 13:40:11 UTC
in Transition Doors Post #348569
Contrary to what it suggests, trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.

Edit: Here is an example map with Archie's suggestion of using func_wall_toggle.
Try disabling 'ignore groups' (the 'ig' button).
func_guntarget can't be moved again after it is stopped. You can create identical looking func_train and func_guntarget's, trigger them at the starting position at the same time. func_train will be non-solid so the player can shoot the func_guntarget. Once func_guntarget is activated and stops, killtarget it and use a trigger_changetarget to change the func_train's target to the starting position.
Posted 1 year ago2023-06-24 15:31:22 UTC
in Texturing Sign Post #347647
You can use a mixture of spot healing and clone stamp tools in photoshop to remove the text. Eurostile and Helvetica LT Condensed Black are some of the fonts Valve used on signs.
Posted 1 year ago2023-05-20 09:22:36 UTC
in Teleport pushable for soccer map? Post #347523
If teleporting doesn't work, you can create a corridor under the field to carry the ball through with trigger_push brushes.
Posted 2 years ago2022-11-07 10:04:14 UTC
in Level Transitions Put Me Into The Void Post #347053
You must put a trigger_changelevel in both maps. You can place it in an unreachable area if you want the transition to be one way.
Also make sure you have placed info_landmarks in both maps and placed them in the same location (if the transition is in a corridor, place them in the center of the corridor).
Posted 2 years ago2022-04-01 09:09:11 UTC
in How to set the rotation speed of a func_train? Post #346392
It seems this was never implemented, thus train rotation speed can only be set initially in func_train properties.
Posted 2 years ago2022-01-22 09:56:15 UTC
in info_node on func_wall Post #346216
I tried setting the flag with func_breakable, func_door and func_illusionary. All of them got deleted with "SUB_Remove called on entity with health > 0", without generating paths.

But, building two versions of maps with nodes and without nodes is a great idea and I didn't notice any problems while trying it (only tested with info_node though). This could save me some entities in the future since I tend to use a lot of nodes :). Maybe using ripent to create the two versions (saving the untouched, node version later) can save from the trouble of compiling the map twice.
Posted 2 years ago2022-01-20 12:49:10 UTC
in info_node on func_wall Post #346208
Why func_wall allows info_node placement on it? Does the engine specifically check for "func_wall" classname while generating the paths, or is there a hidden flag or an entity keyvalue applied to it? Can a mapper replicate this behaviour with other entities without touching code?
Posted 3 years ago2021-06-03 16:54:20 UTC
in Post your screenshots! WIP thread Post #345673
At the time of the last postAt the time of the last post
CurrentlyCurrently
Finally finished the map series I was working on! Took me a lot of time, but I think it turned out great. There are a lot of puzzles and the one with the robotic loader is my favorite. Also a fun fact: last time I posted in this thread I tried writing "three" two times and failed by instead writing "tree" and "thee". I guess that's a good thing for a Valve fan :P .
https://www.moddb.com/mods/uplinked
You can spawn weapons with monstermaker (just type the weapon entity class in Monster Type field) and give them a name on spawn, then delete them after half a second with trigger_relay. You may need to make trigger_multiple smaller to make sure the player picks up the weapon.
Posted 3 years ago2020-11-24 06:46:26 UTC
in Scientist struggling to follow node paths Post #344946
The two nodes near the vortigaunt is probably connected. You can try impulse 197 again near them to see.

Since the staircase is short, you can try placing a node to every step of it. Placing them 1 unit inside from the edge of the steps seems to work better. Valve put 2 nodes 1 unit inside from the edge of only the top and bottom steps in some of their maps, but that doesn't always work for some reason.
Posted 3 years ago2020-11-23 18:23:10 UTC
in Scientist struggling to follow node paths Post #344942
I was gonna write "there must be a list of impulse commands I haven't stumbled upon yet" but then I found this:

https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/player.cpp#L3424
Posted 3 years ago2020-11-23 14:35:19 UTC
in Scientist struggling to follow node paths Post #344939
Try the "impulse 197" console command at where the nodes are to see if they are really connected. The nodes should be 256 units apart at maximum. Node placement on stairs is trouble. You can try turning stairs to passable func_details and covering them with an invisible func_wall ramp to make them connect.

Nodes fall through clip brushes and entities with the exception of func_wall. I'm not sure but I think the reason func_wall is an exception because it has a "FL_WORLDBRUSH" flag. I haven't tested yet, but if that's the case, you can try making the ramp a func_illusionary and give it "flags" key with the value of "33554432" to keep func_details unpassable and still have proper node placement on them.
(I'm not sure about the number but it comes from here: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/common/const.h#L51 )
Posted 4 years ago2020-08-07 11:03:04 UTC
in I have a serious issue with curved brushes Post #344608
Using the block tool, create an arch in a square area. The arch should have a wall width of half of the width of the road you will create. The arc should be 90 degrees. Number of sides should be whatever you want. This creates a perfectly on grid 90 degree arch. You can delete half the parts of it to create a 45 degrees road etc.
Posted 4 years ago2020-03-19 16:28:57 UTC
in Multisource mechanics Post #343930
I avoided using multisource because of it's unusual mechanics compared to other entities. I realized multisource can save huge entity counts in some complex entity setups when used instead of trigger_changetarget. Here are some things I learned about multisource by testing and researching:
  • Multisource ignores explicit triggertype, it always toggles. (Sparks from Sven Co-op Discord)
  • Trigger_relay and multi_manager enables it and makes it trigger it's target on first trigger, disables it on second trigger.
  • Func_button without toggle flag makes it trigger it's target when pressed and keeps it enabled until the button resets.
  • Func_button with toggle flag triggers multisource strangely. First trigger enables it and makes it trigger it's target, second trigger makes it trigger it's target again, third trigger disables it without making it trigger it's target. It's enabled on fifth trigger again.
  • Trigger, master and global state master can be used together. Multisource will be enabled when both it's activators and global state is on. It will trigger it's target when it's triggered after it's global state master turns on.
My mistake was thinking it will trigger it's target every time I triggered it. It must be triggered two times to re-trigger it's target again.
Posted 4 years ago2020-03-14 14:42:31 UTC
in de_dust2 map without errors Post #343897
I downloaded it ages ago, probably from a site called forum.17buddies.rocks. I don't know if it's okay to share it. Try googling "de_dust2.rmf". The site is the top result for me.
Posted 4 years ago2020-02-29 08:35:35 UTC
in Post your screenshots! WIP thread Post #343821
@koe1 These screenshots look more Black Mesa than Valve's Black Mesa itself. My project turned into 12 maps from 3 too, but they in no way look that professional.
Posted 4 years ago2020-02-23 14:46:09 UTC
in (another) Problem with level change... Post #343770
I think you need trigger_changelevel's in both maps even if you won't use one of them.
Posted 4 years ago2020-01-20 13:22:07 UTC
in After compile some models cycler_sprite missing Post #343654
Did you check the render modes of missing entities? Maybe you accidentally changed their render amount to 0. Try looking at their properties with smart edit off to see any difference with the correctly displaying model.
EDIT: And if I remember correctly, entities in prefabs are grouped. Try ungrouping one of them to see if that's the issue.
Posted 5 years ago2019-06-30 15:53:42 UTC
in problem at monstermaker-aiscripted relation Post #342820
Try triggering the aiscripted_sequence with another trigger AFTER monstermaker makes the monster. I didn't download the map, but my guess is monstermaker triggers the aiscripted_sequence at the same time it spawns the monster, causing the aiscripted_sequence to not find the monster.
Posted 5 years ago2019-06-23 10:42:15 UTC
in Recent micro stutter in Goldsrc? Post #342782
I thought the game was trying to access a new sound file and was waiting for the system to give permission, because it always happens to me just before some scientist starts talking, etc.
Posted 5 years ago2019-06-05 11:06:26 UTC
in Help with gauge creation Post #342696
I don't know :P
Posted 5 years ago2019-06-05 09:27:31 UTC
in Help with gauge creation Post #342694
I think path_corner's "Wait for retrigger" flag can work here. For example, if you have four buttons, you will have five path_corners (one is for starting position, others are for bar levels). Buttons trigger the bar (func_train), the bar moves to next path_corner and waits for retrigger.
Posted 5 years ago2019-06-02 18:12:24 UTC
in monstermaker scripted_sequence Post #342687
You may want to use aiscripted_sequence or check "No Interruptions" flag in scripted_sequence to prevent interruption. Put both monstermaker and aiscripted_sequence very close to each other in a hidden room under the ground. You want to set the target monster to monster_zombie. Make sure search radius is small enough to avoid picking the same zombie again. Also check the "Repeatable" flag.
Posted 5 years ago2019-05-02 15:03:44 UTC
in Competitions or Collaborations? Post #342564
I think your multiple choice idea would work well for a collaboration project. Every mapper would have one env_global to use for their map. It would have different environment styles to choose from (underground, docks, city...). The middle map would have parts from all of them. Once all of the maps are done, it would have a final big fight/puzzle in the middle map.
Posted 5 years ago2019-04-19 14:48:20 UTC
in Post your screenshots! WIP thread Post #342497
I've been working on a series of singleplayer maps for the past few months. They take place between Forget About Freeman! and Lambda Core, around the cut Black Mesa Central Complex. My original plan was to enter the 20th Anniversary Competition (which closed 4 months ago, oops :) ) with 2-3 maps before I realized I can't do everything I want without making at least 6 big-sized maps.
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This is the third map I started working on and is currently the biggest. The general gameplay involves running on tracks between tree high-speed trains going on it. It will be the second map the player will visit.
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I had a problem about a func_trackchange I couldn't solve, and replaced it with a spiral tunnel. My initial goal was a spiral tunnel anyway, but I was having "ambigious leaf content" errors. I "solved" this by making the floor and ceiling a func_detail and placing NULL walls behind them to enclose the map.
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The first and second maps I started working on are actually the fifth and sixth maps the player will visit, if the map number I am estimating doesn't increase. They are the two of thee maps from the Uplink demo, reimagined to include other enemies introduced at this point of the story and increase the difficulty to match with the previous sections.
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This is the current map I am working on (you can notice this area actually doesn't have a ceiling yet :) ). It comes right after the fight with the tank in c3a1, and will be visited first. It is the entrance and the first floor of Black Mesa Central Complex. It is based on Datacore and I am planning to include some Half-Life Alpha elements in it.

I'm trying to don't go over other maps while making them for consistency, but accidentally trapped myself between the dam from the story and the alcove from the first screenshot :) .

I asked a question about a func_guntarget for an Alien Aircraft sequence I'm planning. I found a cool and better way to make this fight more engaging without func_guntarget, resembling the Hunter Chopper fight from Episode Two a bit, so you can be relieved if you were still trying to come up with an answer :P .
Posted 5 years ago2019-04-16 16:16:04 UTC
in Monsters attacking func_guntarget Post #342476
I want to make a fight with an Alien Aircraft like the one in the final of Decay, but with func_guntarget instead of a coded monster.
Any Vortigaunt or Alien Grunt seeing it attacks it. Is there a way to block their vision to the func_guntarget without blocking player's attacks?
Posted 5 years ago2019-02-02 11:49:50 UTC
in Can't get func_trackchange to work Post #341922
Sorry, I already removed it and replaced it with a spiral tunnel.
Posted 5 years ago2019-01-24 14:35:13 UTC
in Can't get func_trackchange to work Post #341824
I understand this as that if the train is already on the top track waiting to descend there shouldn't be any problem, right? But it doesn't move that way too.

Anyway, I just tried copying only that entity system without any unrelated things to a completely new map. And it worked without any tweaking :O. Did I hit some kind of limit? Or there is another entity in the map blocks func_trackchange's path.

I deleted anything that moves and/or near the func_trackchange. And deleted all the func_waters too. Still can't move it. Put a path_track 1 unit away from both top and bottom tracks like you said. Instead of moving, it set off some nearby tripmines :O. It seems I have to either delete the func_trackchange or delete everything but the func_trackchange.

I'm trying to fix this thing for almost 3 months and I'm tired of it. I can upload the map if anyone wants to take look.
Posted 5 years ago2019-01-24 13:31:17 UTC
in Can't get func_trackchange to work Post #341821
I give up. I made the entity system exaclty like in c2a2 (top path_track's next target is a non-existing entity, both top and bottom path_tracks fire the func_trackchange on dead end through a multi_manager) with only difference being train speed, shape and func_trackchange's spin amount, travel altitude. It has an origin brush too so that can't be it.
Posted 5 years ago2019-01-24 09:28:19 UTC
in Can't get func_trackchange to work Post #341817
I tried both with a path_track and a func_button. It gives this "rail stop" sound without moving every time I trigger it. After triggering the train becomes immobile like it's waiting the func_trackchange to finish it's movement.
I triggered it without the train on it too. Same result.
Posted 5 years ago2019-01-23 13:53:30 UTC
in Can't get func_trackchange to work Post #341798
I'm making a map where a train follows a looped track with a func_trackchange in it. I want the func_trackchange to go down with the train and return to top before the train comes back. But I can't even move it. "tp11" and "tp12" path_tracks are aligned in the top view. What am I doing wrong?
https://i.imgur.com/Rn2tdKF.pnghttps://i.imgur.com/Rn2tdKF.png
Posted 6 years ago2018-08-17 14:52:55 UTC
in Competition 35: Vanilla Half-Life Post #340581
For someone who wants to participate but doesn't have any ideas, I would have tried to imagine what was behind the broken elevator you see just after entering C3A1. You know, it has a loading point inside but leads to nowhere.
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