Forum posts

Posted 1 month 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 6 months 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 6 months 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 6 months 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 6 months 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 8 months 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 1 year 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 1 year 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 1 year ago2019-06-05 11:06:26 UTC
in Help with gauge creation Post #342696
I don't know :P
Posted 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 2 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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