Forum posts

Is replacing the hgrunt model with the barney one possible in vanilla? I feel like I remember it requiring you to edit a DLL.

EDIT: Also, the map contains monster_scientists that the hgrunts would need to be non-hostile to.
I'm currently making a map that revolves around sneakily sabotaging equipment in a building, and if you get caught you're declared a threat. I want to make it so that security guards you encounter after getting caught will try to shoot you on sight, but as far as I'm aware the only way to make them upset at you is to shoot at them, or to shoot at one of their allies while you're in their line of sight. Additionally, this is for the currently running competition, for which custom code is not allowed. Is there any way in the vanilla engine to make all barneys in a map become hostile to the player?
I use JACK to do my mapping. Is there anything I need to do to allow it to work with the updated limits, like a new .fgd file? If there is, how can I find and install it?
Posted 1 year ago2022-12-21 06:14:05 UTC
in How do I remove a specific WAD? Post #347188
I recently edited a Black Mesa map for a friend's project, and in doing that I configured hammer to also use Black Mesa textures. I'm making a map for Gmod now, and I don't want the Black Mesa textures to appear when I'm only expecting vanilla. The problem is, I can't tell which textures are from Black Mesa and which are Half-Life 2, because all of the directories in the 'materials' tab just look like this:
caption textcaption text
How can I reset hammer's textures to default?
Posted 3 years ago2020-12-22 01:19:13 UTC
in cache_free: not Post #345094
could it be happening because i named too many things the same thing and asked one thing to target all of them?
Posted 3 years ago2020-12-18 03:35:03 UTC
in How can i make a custom npc? Post #345085
I'd like to make a custom NPC that's basically just barney/generic security guard, but with a lot more health and the ability to say custom voice lines. Could i just copy over the original guard files and edit these values myself, or would i need to make it from scratch? If it's the first option, then how?
Posted 3 years ago2020-12-18 03:27:29 UTC
in cache_free: not Post #345083
no, i just have a few multi_managers controlling a lot of things at once.
Posted 3 years ago2020-12-17 02:53:49 UTC
in cache_free: not Post #345079
occasionally when i try to run my mod, it will come up with an error halfway through a large scripted sequence. All it says is "Error: cache_free: not." and an "OK" button, which closes the game when i click it. What does this mean, and will it have consequences to my mod?
Posted 3 years ago2020-12-11 19:29:47 UTC
in Trigger_changelevel glitch Post #345055
@solokiller whats the difference between a globalname and a regular name?
Posted 3 years ago2020-12-11 03:41:01 UTC
in Trigger_changelevel glitch Post #345053
I'm trying to do a map transition, but when i edit a trigger_changelevel value the corresponding trigger_changelevel also has its values altered, meaning it's new map value gets set to the map im already in. This means either it switches to the same map and i end up in a dead end or it switches to a different map but i spawn at 0,0,0 unable to move. How can i fix this?
Posted 3 years ago2020-12-02 18:48:20 UTC
in train Post #345003
im trying to get a func_train to activate when i step on a trigger but it seems like its just cursed. It would't go when i walked through the trigger, and when i removed the trigger, deleted and remade the train and path_corners, and copy pasted them into a seperate map with nothing else that could be affecting it, the train refused to move. please help me im at the end of my rope
Posted 3 years ago2020-12-02 04:16:11 UTC
in Announcer help needed Post #344996
I'm trying to get a speaker entity to say "Access Denied" when i walk through a trigger, but i can't figure out how. Does anyone know how to properly implement this?