Forum posts

Posted 6 years ago2017-11-13 18:24:34 UTC
in Ungroup after tied to entity Post #338044
Thanks! Never saw it. I'll look at it tonight.
Posted 6 years ago2017-11-13 17:27:08 UTC
in Ungroup after tied to entity Post #338042
Is there a way in hammer to ungroup multiple brushes that have been tied to an entity? Ungroup just doesn't work. Are brushes maried to an entity forever?
Posted 6 years ago2017-11-13 16:52:23 UTC
in Toggle Gravity Post #338041
I had a crazy idea.

Divide a room into squares. Each square being a trigger_teleport with a teleport_target. Each trigger_teleport has a multisource as a master and is thus toggle-able.

When you want to change gravity, teleport the player within the square to a room with a different gravity then teleport him back.

The result is more or less seamless, but it would work. : )
Add a bit of makeup (effects) and voilà.
Posted 6 years ago2017-11-13 16:36:26 UTC
in Start HL in Deathmatch Mode Post #338040
I'm pretty sure it's listenserver.cfg:

https://developer.valvesoftware.com/wiki/Listenserver.cfg

I'll try that tonight.
Posted 6 years ago2017-11-13 15:20:00 UTC
in Start HL in Deathmatch Mode Post #338038
"Any cvar can be set using +"

+1

Thanks. I think it is reset. I need to find the proper .cfg file that manages non-dedicated servers. I tried putting mp_allowmonsters in server.cfg, but it didn't work. Weird.
Posted 6 years ago2017-11-13 15:17:38 UTC
in Start HL in Deathmatch Mode Post #338036
Is there a way to pass mp_allowmonsters 1? I tried to add +mp_allowmonsters 1 and it doesn't seem to work.

Otherwise, what config file is used for servers that are not dedicated? Perhaps I could set that value in there.
Posted 6 years ago2017-11-10 23:14:40 UTC
in Start HL in Deathmatch Mode Post #338020
Thanks a lot!
Posted 6 years ago2017-11-10 22:21:49 UTC
in Start HL in Deathmatch Mode Post #338018
Does anyone know how to start half-life in deathmatch mode (on a local server) from the command-line?
Posted 6 years ago2017-11-10 19:12:43 UTC
in Timer in HL1? Post #338017
"Still, another method that can be used is an env_beam with life = 0.1, damage =>1 and strike again time = 30 shooting a button_target or shootable func_button."

+ 1
Posted 6 years ago2017-11-10 17:28:52 UTC
in Any tips regarding water Post #338015
That's a revelation. So far I only knew func_illusionary which shows similar behavior.

Edit: Thanks guys!
Posted 6 years ago2017-11-10 16:53:18 UTC
in Any tips regarding water Post #338013
Nice. I had to remake my map from scratch because of noobism. But as soon as I'm at a more advanced stage I will try that.

Edit: How do you make func_door non-solid? By giving it a water texture on top and something like BEVEL on the other sides?
Posted 6 years ago2017-11-09 21:04:59 UTC
in Any tips regarding water Post #338009
Windawz, what do you mean by "tying the water brush(es) to world"?
Do you mean to tick the to World CheckBox in the Texture panel? "you'll have to sacrifice water's transparency and ability to rise" How does that sacrifice water's transparency and ability to rise it?

Dallas, I just wonder if the player will be able to swim in the water if I use a func_door. I'll be trying that tonight. Also do you imply using an env_render to make the water visible again?

SoloKiller, what's to "network one's entity's data"?. I will try the switch you mention and come back with the results.
Posted 6 years ago2017-11-08 16:10:50 UTC
in Any tips regarding water Post #337999
Hi, I'm building an undertow-like map where water rises, but I want to make it rise for the entire map. The map is big.

So what I did is that I created a brush that I tied to a func_water that is the size of the map and is located under it.

Any tips regarding performance. It's making the map lag a litle. Is there another way to do it. I heard using VHLT instead of ZHLT helps, but any other tips is appreciated.

If I make it invisible (Render Mode: Solid, FX Amount: 0) will it drain less juice?
Posted 6 years ago2017-11-08 14:23:35 UTC
in Toggle Gravity Post #337998
Thanks Windawz. It doesn't matter. This thing was a nice to have for me.
Posted 6 years ago2017-11-07 03:57:40 UTC
in Toggle Gravity Post #337990
OK, I created the most basic example: http://www.filedropper.com/test_413

Basically, you have a trigger_gravity set at 0.3, its master, a multisource and a button that targets that multisource.

Without the button being active one would expect the trigger_gravity to be turned off, but it's not.
Posted 6 years ago2017-11-06 15:21:06 UTC
in Transparent White Background Textures Post #337986
Sorry about creating the thread Windawz, but I couldn't find any information on that specific subject using white/background/transparent as keywords. Now I see it's decals specific. I actively read tutorials and refer to the entity guides. I'm an experienced programmer, but I truly am new to using valve hammer and this website. Doing my best.
Posted 6 years ago2017-11-06 02:25:43 UTC
in Retract monster_turret Post #337977
OK I think I need to push them further into the ceiling.

Edit: That was it. Thanks
Posted 6 years ago2017-11-06 02:18:04 UTC
in Transparent White Background Textures Post #337976
Hi, I see a lot of texture with name beginning with { but they are black on white. E.g.: Numbers or targets. I can't get to make the white transparent using Solid and Fx Amount 255. What am I doing wrong?
Posted 6 years ago2017-11-05 22:57:52 UTC
in Toggle Gravity Post #337973
I've been questionning on my hesitation on sending a map of a decades old game to someone else...

...still I rather not. I'm trying pretty special/fancy stuff with tons of triggers and I rather not share before the time. I'll create a test map soon and see if I can reproduce and send it to you.

In the meantime, thanks x 100
Posted 6 years ago2017-11-05 22:49:46 UTC
in Retract monster_turret Post #337972
Hi, is there a way to retract monster_turret into the ceiling. I remember it retracted automatically into the ceiling in single player.
Posted 6 years ago2017-11-05 09:35:00 UTC
in Toggle Gravity Post #337967
Is it possible to toggle gravity? I'm trying to control this using masters but I fail.

I have a button, two multi, two changetargets and two multisources. The button targets multi1. Multi1 and multi2 both point on their respective multisource and changetarget which switch which multi the button points to. I have two trigger_gravity, one at 0.3, the other 1 set to their respective master.

Please someone confirm this is not doable.

Edit: I tried the edit button and it's great!
Posted 6 years ago2017-11-03 12:51:06 UTC
in How to toggle func_conveyor Post #337946
Very clever, thanks, but I think I'll leave the thing turned on. I'm building a gym and this is a for a threadmill. Turning it on or off is more like a useless nice to have. Thanks again!
Posted 6 years ago2017-11-01 09:05:10 UTC
in How to toggle func_conveyor Post #337903
How can one toggle func_conveyor?
Posted 6 years ago2017-11-01 09:03:25 UTC
in How to play soundtrack mp3s Post #337902
You are Jesus! Thanks!
Posted 6 years ago2017-11-01 03:26:37 UTC
in How to play soundtrack mp3s Post #337899
Hi, how can I play the soundtrack mp3s found in the valve/media folder?
Posted 6 years ago2017-11-01 02:42:19 UTC
in Transparent Texture Containing The Blue Post #337898
Thanks all. It worked. I used the Threshold Alpha trick and it works like a charm. I guess there were too many shades of blue or twice the pure color blue.
Posted 6 years ago2017-10-31 19:38:13 UTC
in Configuration func_healthcharger Post #337888
Hi, is there a way to set the amount of charge on a func_healthcharger?

Or is it possible to spawn item_healthkit with a monstermaker?

Is func_healthcharger toggleable?

Condensed into a single post again. Please use the edit button. -Urby :)
Posted 6 years ago2017-10-31 17:04:15 UTC
in Transparent Texture Containing The Blue Post #337883
Here's the picture I'm using:

https://upload.wikimedia.org/wikipedia/commons/thumb/5/5e/US-WhiteHouse-Logo.svg/1024px-US-WhiteHouse-Logo.svg.png

There's blue in it, but I'm using pure blue all around the oval.

I saved it as a .bmp 24 bits and named it starting with a "{".

This generally automatically set pure blue as the last palette color index. (I verified and it did it.)

I did this process with other pictures and it works fine, but not with this one. (The pure blue is not replaced.)

I am actually using gimp.

I'm at work right now. I just have wally on hand. I used your Threshold Alpha trick and that was really helpful. I'll try re-adding the picture to Wally this way.

I'll read the tutorial later when I get back from work and try what it suggests also.
Posted 6 years ago2017-10-30 23:49:32 UTC
in Transparent Texture Containing The Blue Post #337875
Hi,

I'm having trouble with a texture. I want to make part of it transparent, but it contains blue apart from the part I need to make pure blue for transparency. It doesn't work at all.

Is there any rules or guidelines when using blues in a transparent texture?

Thanks
Posted 6 years ago2017-10-30 15:48:52 UTC
in Set player health Post #337873
Thanks!
Posted 6 years ago2017-10-30 14:02:54 UTC
in Set player health Post #337869
I get it. So I can turn on a trigger_hurt for a second to give the player the maximum amount of health. Then trigger another trigger_hurt to remove what I need to reach a specific value. Thanks!!!

Actually, is trigger_hurt toggleable?

Worst case, in my case, I can toggle a trigger_teleport to a location where the second trigger_hurt will be located.

Please don't double/triple post. Use the edit button. - Urby :)
Posted 6 years ago2017-10-30 13:56:05 UTC
in Set player health Post #337866
Is there a way to set the player health in vanilla HL?
Posted 6 years ago2017-10-30 13:32:10 UTC
in monstermaker properties Post #337865
Yeah looking at the source code pretty much confirms so. However it wouldn't be so hard to modify for a mod. All happens in monstermaker.cpp->CMonsterMaker::MakeMonster. One would need to loop through pev values and assign them to pevCreate, much like it's probably done for a multi_manager.
Posted 6 years ago2017-10-30 12:49:01 UTC
in monstermaker properties Post #337863
Hi, I'm using monstermaker to spawn scientists. I was wondering if there was a way to set the body property to spawn specific scientists. This option is found on monster_scientist. Thanks