Forum posts

Posted 19 years ago2005-04-06 14:13:57 UTC
in Zombie scripted sequence Post #102061
thats lovely mate, got it sorted now :D

cheers for all ur help :)
Posted 19 years ago2005-04-06 11:01:58 UTC
in Zombie scripted sequence Post #102024
thats the problem, it doesnt do anything at the minute. it will be behind the glass and will just stand there.
Posted 19 years ago2005-04-06 09:15:08 UTC
in Zombie scripted sequence Post #102015
yeah, each specific entity has its own name, and all its linked to each other correctly. was just thinkin whether this was the correct way to do it, or if there was another way it shud be done, cus it doesnt want to work
Posted 19 years ago2005-04-06 08:37:07 UTC
in Zombie scripted sequence Post #102005
Right, im trying to get a zombie to break through a window when i go over a trigger_once. I set up my scripted sequence like that in the tutorial on scripted sequences on this site, as i thought that would have done the trick. I have the zombie animation for breaking through the window and ive put that into the action animation on the scripted sequence.

This is how i have it setup. A trigger once on the corner of my corridor which targets the aiscripted_sequence. The aiscripted sequence targets the window to be broken and the targetmonster is the zombie, and the action animation the zombie breaking glass.

When i go round the corner and hit the trigger once nothing happens, the zombie just stands there.

Anyone got any ideas? is this the way to set up this kind of action.

Cheers
Posted 19 years ago2005-03-28 13:41:47 UTC
in Weapon modelling and animation Post #99731
Im making a mod and obviously want to have my own models in there. I have modelled a pistol and want this to be used in the game, but am unsure of how to do the animation etc. I know how to animate it as in move the arms and gun etc etc, but i dont know how to set it all up and that.

I was wondering if anyone knows of any good tutorials that are easy to follow on this subject. Have seen some and they are pretty vague.

Also do you know if you can use the original animations for new models and if so how? again, any tutorials?

thanks
Posted 19 years ago2005-03-24 07:38:20 UTC
in Texture probs Post #98806
yeah, problem was cause of the different drives half life and the compile tools were on.

appreciate everyones help, thanks :)
Posted 19 years ago2005-03-23 21:23:17 UTC
in Texture probs Post #98755
yesh i was using ZHLT but everytime i tried to compile, it said that it couldnt find the map, yet if i use the standard compile tools it compiles it, but doesnt do the textures....
Posted 19 years ago2005-03-23 20:35:45 UTC
in Texture probs Post #98737
** Executing...
** Command: Change Directory
** Parameters: F:Program FilesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsNikMy DocumentsUni Work2nd Year WorkMappinghalf life mapfinalmansion_1st_main.map" "F:Program FilesHalf-Lifevalvemapsmansion_1st_main.map"

** Executing...
** Command: E:Program FilesWorldcraftqcsg.exe
** Parameters: "F:Program FilesHalf-Lifevalvemapsmansion_1st_main"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering F:Program FilesHalf-Lifevalvemapsmansion_1st_main.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (2)
WARNING: couldn't open program fileshalf-lifevalvere_sof_1.wad
3 seconds elapsed
** Executing...
** Command: E:Program FilesWorldcraftqbsp2.exe
** Parameters: "F:Program FilesHalf-Lifevalvemapsmansion_1st_main"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
4 seconds elapsed
** Executing...
** Command: E:Program FilesWorldcraftvis.exe
** Parameters: -fast "F:Program FilesHalf-Lifevalvemapsmansion_1st_main"

vis.exe v1.3 (Dec 30 1998)
-- vis --
fastvis = true
1 thread(s)
LoadPortals: couldn't read F:Program FilesHalf-Lifevalvemapsmansion_1st_main.prt
No vising performed.

** Executing...
** Command: E:Program FilesWorldcraftqrad.exe
** Parameters: "F:Program FilesHalf-Lifevalvemapsmansion_1st_main"

Thats the compile log, i noticed that it isnt performing the vis.
Posted 19 years ago2005-03-23 19:10:01 UTC
in Texture probs Post #98728
Ive sorted out the compiler now, it compiles, but now the textures just wont show.

I have the wad files in there, and im choosing my textures from one of my wad files. When the map compiles and loads, all it comes up with is a purple and black checkered texture on everything.

any ideas?

cheers
Posted 19 years ago2005-03-23 18:43:59 UTC
in ZOners Half Life Tools Post #98726
i have the compiled map files going to my half life/valve/maps folder, thats right isnt it
Posted 19 years ago2005-03-23 18:38:23 UTC
in ZOners Half Life Tools Post #98724
aye, found zoners now and it works, but ive encountered a new problem.

i havent mapped for almost a year now and ive forgotten a lot of the stuff, and its the small stuff thats bugging me and i cant for the life of me remember how to fix it.

All my set up is correct by the looks of it, and when i compile my map, everything goes fine, no crashes, but in console it says "map name" cannot be found on server. i had this problem a while ago and cant remember what caused it.

Any ideas

Cheers
Posted 19 years ago2005-03-23 18:23:58 UTC
in ZOners Half Life Tools Post #98722
Would anyone know a link for the tools that works? ive tried the one suggested on here but it doesnt seem to work for me and every other site on google ive tried doesnt work lol.

My vis and rad wont stop crashing and its annoying me very slightly.

Cheers all
Posted 19 years ago2004-05-03 10:32:20 UTC
in level change probs Post #25208
no, im using trigger_levelchange and info_landmark s. the landmarks are up by 100 units, but its still doin it :/
Posted 19 years ago2004-05-03 09:54:10 UTC
in level change probs Post #25205
Got two level changes, one works fine, the other one i appear in the floor slightly but i have the landmarks at the same coordinates, and there are no objects near me for me to get stuck in, and the landmarks are not too near the floor, any ideas?
Posted 19 years ago2004-05-02 13:06:07 UTC
in security card probs Post #25079
yeah i followed the security card tutorial, and used that method with the keys. It worked too, but i wanted text to appear when u goto a locked door and that, so i stuck in the multimanager, now i cant get it to work with the multimanager
Posted 19 years ago2004-05-02 09:22:36 UTC
in multisource ordered button prob Post #25066
aye, ill do meh best :/
Posted 19 years ago2004-05-02 09:08:03 UTC
in multisource ordered button prob Post #25061
gah, no one knows!!! :/
Posted 19 years ago2004-05-02 09:05:41 UTC
in security card probs Post #25060
ive made my keys, and remade the global, multisource and multimanager in the next map, but the door still stays locks and seems to think u havent got the key :/

can anyone help ?
Posted 20 years ago2004-05-01 22:50:30 UTC
in security card probs Post #24989
gah!! im sure i had it workin, but it aint now :(

i have the security card etc all set up in one map, and in the other map i have copied the env_global and the multisource and this should make it work in that map yes?

it aint for me, please help :/
Posted 20 years ago2004-05-01 19:59:49 UTC
in security card probs Post #24970
ive done it! :D
Posted 20 years ago2004-05-01 19:04:40 UTC
in security card probs Post #24957
would anyone be able to make me a quick quick example between two levels to show me the security card, and if poss with text on so if u goto the door without the card it says its locked, and if u have the card it says its unlocked.

sorry this is a lot to ask, just that im really stuck :/
Posted 20 years ago2004-05-01 18:33:49 UTC
in security card probs Post #24926
i have followed the tutorial on security cards, and it all works, i copied the global and the multisource over to my other map which is linked, but if i go to the security card i can see it there, then if i go to the other map, and then back again the security card isnt there, altho i havent picked it up :C

anyone got any ideas?
Posted 20 years ago2004-05-01 15:02:21 UTC
in multisource ordered button prob Post #24893
Right, i have followed the tutorial for the mutlisource to do the buttons so that when they have all been pressed, a door or something happens..

now for the the bit i cant do

i want it so you have to press the buttons in a certain order and if u get them in the correct order the door will open, otherwise they all reset.

if anyone can gimme a tutorial or really help me with this ill be really happy :D:D

cheers
Posted 20 years ago2004-05-01 12:29:44 UTC
in lightdata Post #24877
how can i reduce my lightdata?

i guess it is increased with more lights and complex objects u got in?
Posted 20 years ago2004-05-01 10:14:00 UTC
in autosave/save Post #24841
lovely, cheers bud
Posted 20 years ago2004-05-01 09:57:05 UTC
in autosave/save Post #24838
lovely cheers dude

but... what would the master be? :/
Posted 20 years ago2004-05-01 09:45:25 UTC
in autosave/save Post #24835
i want the player to be able to click on an object and then it will autosave the game.

how would i do this?
Posted 20 years ago2004-05-01 09:44:18 UTC
in help needed please Post #24834
i nearly had it sorted with the multi manager.

to do it with the multimanager would you create 3 monstermakers or 3 actual monsters, and then name them and link em in the multi manager?
Posted 20 years ago2004-05-01 08:02:33 UTC
in help needed please Post #24825
lol, i can never think simple :D
Posted 20 years ago2004-04-30 17:59:35 UTC
in new problem with multi_manager etc Post #24717
well i followed the tutorial for making a key, and i have two keys on my map so far, one u collect on one level, and one on another level. these wont work across all the levels unless there is a global thing that controls em (onv_global as hazardous! said).

my two multi_managers are key1 and key2 for example

how would i put these into a global using env_global or any other ways?

ima bit stuck :/
Posted 20 years ago2004-04-30 17:54:28 UTC
in new problem with multi_manager etc Post #24712
does the env_global work exactly the same as the multi_manager, or do you link the multi_managers on each level to the one env_global?
Posted 20 years ago2004-04-30 17:38:31 UTC
in new problem with multi_manager etc Post #24706
In my map i have keys that u collect to open doors etc, but my map is split up into 3 levels and on some levels there are doors that need keys that are obtained from other levels. Is there anyway of creating like global multi_managers rather than local ones.

there is a door that is locked, and the key is on another map, but u start on the map with the locked door, and u can walk straight through it, and it tells u you have unlocked it using the key, although you dont have it :/

anyone know how to srt this? :confused: :confused:
Posted 20 years ago2004-04-30 17:35:35 UTC
in help needed please Post #24705
these are two of my rooms from my map so far

main hall obviously

http://www.imagestation.com/picture/sraid114/p84d328340ef93bf98e512f3a11169a16/f8d4a93f.jpg

and this is the gallery room where all the crows are

http://www.imagestation.com/picture/sraid114/p1cfd9553c159258514b85d78e4a06ac9/f8d4a942.jpg

i need to think of a new puzzle, its for a uni assignment, and the result of this puzzle will give u access to the courtyard door (where u out the moon/star etc shapes in) and end the level. so if anyone has any ideas id appreciate it :)
Posted 20 years ago2004-04-30 10:22:49 UTC
in help needed please Post #24653
im stickin to a first person one though, i have ideas to slow the gameplay down to, with opening/closing door sequences etc etc. its goin alright. dont know how to put a screen shot up tho :/
Posted 20 years ago2004-04-30 07:55:57 UTC
in read log, what log? Post #24643
the log it tells u to read is exactly the same as the log u see i think.

i think it might say somewhere in that log what the problem is, like a leak or something or other
Posted 20 years ago2004-04-30 07:49:53 UTC
in help needed please Post #24642
what key values do i need to put into the multi manager for the sound and the three zombies?

these always confuse me

and what do i exactly do for the scripted sequence. is it better to make them walk through the door, or actually just appear in the room, as you wont see em walk in anyway
Posted 20 years ago2004-04-30 07:40:50 UTC
in help needed please Post #24639
Doin a resident evil map, and when u pick the shotgun up it triggers that roof to come down on you (in the real game) im makin it slightly different so taht when u poick the shotty up it will trigger off a door closing sound and then 3 zombies appear in the room where the roof usually falls down.

how would i go about doing this?

cheers
Posted 20 years ago2004-04-29 16:38:58 UTC
in Prefab Site? Post #24596
there used to be two good ones a few months ago, but they both seem to be down now, search for "half life prefabs" in google. got some good ones from there, but dont work for me :/
Posted 20 years ago2004-04-29 10:43:13 UTC
in please help, level change probs Post #24533
i sorted it now, had to have the landmarks in exact position. eg if landmark on map 1 was at coordiantes 100,100, then then landmark on map2 would have to be at coordianates 100,100
Posted 20 years ago2004-04-29 10:19:33 UTC
in bsp Post #24521
What would cause the qbsp2.exe to crash everytime i compile. i cant really remember changing anythin to my map apart from the textures and now wheni compile it crashes
Posted 20 years ago2004-04-27 11:51:50 UTC
in please help, level change probs Post #24211
Im doing a level change going from one room into another through a door, when u open the door and touch the level change trigger u get sent to another ma.

i have my landmarks in there and level change trigger, but when ever i change level im ending up in the floor. There are no objects near me, landmark isnt in the floor etc, i really dont know what it could be, please help if you can

cheers :(
Posted 20 years ago2004-03-24 06:17:35 UTC
in triggerin glass breakage Post #20363
ah, that easy eh, cheers guys :)
Posted 20 years ago2004-03-23 20:43:09 UTC
in triggerin glass breakage Post #20342
I want to walk over some point and then a window pane behind be will smash, i can set it up with a trigger once that triggers an env_explosion and thus making the window smahs. but i just want the window to smash.

how wud i do this?

cheers
Posted 20 years ago2004-03-23 17:56:49 UTC
in oh god i need help! Post #20327
sorted it all now

:) target on break "gasmulti" then it does all the stuff, and u die
Posted 20 years ago2004-03-23 17:44:09 UTC
in oh god i need help! Post #20322
there is no trigger on break :/
Posted 20 years ago2004-03-23 17:34:16 UTC
in oh god i need help! Post #20319
nah, ive done everything, and it all wrks, apart from the trigger that sets the gas off when it breaks :P
Posted 20 years ago2004-03-23 17:20:53 UTC
in oh god i need help! Post #20317
Right, im doin a mod and am creating a puzzle kinda thing in it and this is what it is:

A key is in a room that is opened by a switch. When u flick the dwitch, the door stays open for 10 seconds, and within this time u gotta get in, get the key and get out before the door shuts, otherwise gas will come out the floor and you die.

Outside of the secret room i have a crate, and u can push the crate in the way of the door, so that the door stays open and u have all the time in the world to get this key (so u wud think). But the door damages stuff that is in the way of it, and the box is breakable. sssoooooo

what i want it to do is that when the door eventually breaks the box and u r still in the room, the door will close and then the gas will trigger off and u die :D so u gotta be quick to get the key

thats the basic idea behind the puzzle. but i really dont know how to trigger the gas off when the door breaks the box.

please help me!!!! :confused:

if this is too complicated to do, gimme some other ideas related to my idea :) thanks
Posted 20 years ago2004-03-17 04:36:42 UTC
in new mod, help needed Post #19550
ah ok ill have a look about, my mate might be able to help me, he was head modeller of firearms (half life mod) maybe he will know.

i think it has summit about it in the SDK, cant remember
Posted 20 years ago2004-03-17 04:30:17 UTC
in new mod, help needed Post #19548
yeah last year had to do a unit on 3d modelling with max so got some modelling skills :)

unfortunately coding is what a hate with a passion :( will have to beg someone else to do that bit for me i guess lol

cheers
Posted 20 years ago2004-03-17 04:18:50 UTC
in new mod, help needed Post #19546
right, im at university atm, doin a games computing degree :P! anyways for one of my units i have to make a half life single player map, but im gonna kinda do a mod so i can do it as a big projetc for my final year. Im kinda gonna remake resident evil but as a half life mod, see what it comes out as. i done a bit of the map and have some of the moster_zombies in but i want different models for them, and the crowbar model id like akinife model, and guns etc etc. how would i go about doing this? not quite sure how to do it :(

also like resident evil, i have set it up so u can pick keys up, and these unlock diff doors etc etc, but id kinda like it so u can press a button and it will open a screen thingy and it will show u what items u have, keys, guns ammo etc, like resi evil on psx.

if anyone knows please reply

cheers :D