Forum posts

Posted 12 hours ago2024-05-16 19:59:15 UTC
in Game_sounds Post #348804
Searched for anything for the sound script files (i.e "game_sounds_world.txt") couldn't find it here or on valve developer wiki. I was wondering if I could remove everything but the path properties and the game would assume default values for them.
Posted 16 hours ago2024-05-16 16:04:42 UTC
in MESS 1.2 has been released! Post #348803
Thanks for the feedback. I've amended zhlt_strip, speedfactor, and mtlx_decal_text.

The thing with multi-target patterns is that I haven't internalized how it works and so haven't been using it, hence why I cooked my own. Maybe I should make it split the entire pattern with semicolons and pass the rest of the multi pattern to the stock library.

AFTER_MACRO_EXPANSION also I don't fully understand hence why I missed it.
Posted 17 hours ago2024-05-16 14:59:42 UTC
in MESS 1.2 has been released! Post #348802
It's really cool to see what you're doing with MESS! Your feedback has also been very useful. Thanks! :)

A few notes:
  • zhlt_strip and speedfactor should probably use AFTER_MACRO_EXPANSION, to ensure that they're working with final values (instead of raw values that may contain unevaluated MScript expressions), and to ensure that they also apply to generated properties.
  • mtlx_decal_text.ted relies on an fgd-parsing fix/change that's only available in v1.2.3 (line 28, the help text/description part). Very cool entity - it makes me want real-time editor preview support for MESS...
  • In v1.2.3, MScript has bitwise operators, so texture_scrollspeed_handler should be easier to implement correctly. I'll rewrite the scrollspeed handler logic accordingly.
  • Also in v1.2.3, template entities can provide their own editor sprites/models, so mtlx_decal_text could have a model to help with orienting the text. Model pitch inversion is probably going to make that more complicated though...
  • mtlx_trigger_sequential is an interesting one - it's like mtl_trigger_counter but with implicit count values and support for delayed triggering. Now I'm thinking, if I had to add something like this to MESS... maybe I'd do it as a single-target-at-a-time mode for mtl_trigger_sequence, or maybe by adding a new target pattern for triggering something with a delay. Actually, the multi-target pattern already supports delays ("target1: 0.5, target2: 1.5"), I could just extend that for single targets (e.g. "+door:0.5" would send an 'on' signal to door, after 0.5 seconds).
Regarding MESS 1.2.3, the big stuff is done: conversion between .map, .rmf and .jmf files (including conversion of TrenchBroom groups/layers), with support for cordon areas and VIS group filtering. The only things left to do are a few template entity changes and of course the most 'fun' part: updating the documentation.
Hey! I'm new/ish / to half life, I've been working on a project for a bit and while I'm decently experience with adding custom textures, sounds, decals, and mapping, I'm not all that familiar with modding code-wise. (if that's required for this)
I've been looking around and I cant seem to find any documentation on anyone else trying to do this.
what I'm trying to do is have an image appear on the players screen, what I'm mainly trying to do with this is have a little box with character
text in it and a little picture of the character talking to the left of it.

I feel like I've seen this done before in a mod, don't remember what it was called, it was some kind of wave defense thing where the player was running away from a Gargantua I think, and the mod had a picture of a cat show up to block the players view.
I saw it in a video on a mod for Black Mesa which I know isn't goldsource but I believe I saw a version that was running on the original half life and doing the same thing. Could've been Hl source though.
If anyone knows anything about this or how I could manage to do it, I'd greatly appreciate the help!
Posted 2 days ago2024-05-14 17:30:50 UTC
in How to change HUD color in HL1/Goldsrc games Post #348800
Nope. HUD colour is hardcoded, and changing it requires code changes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 days ago2024-05-14 03:24:52 UTC
in How to change HUD color in HL1/Goldsrc games Post #348798
So... is there a way to change HUD color in HL1 without usage of the SDK ?? (E.G for personal modding)
Posted 3 days ago2024-05-13 22:43:03 UTC
in Half-Life Featureful SDK Post #348797
New version https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-05-13

Changelog

Configuring the ammo amounts in ammo and weapon entities

The new features/ammo_amounts.cfg file allows you to customize the ammo provided in ammo_ and weapon_ entities by default.

This is an experimental feature.

Changes to the sample mod

  • The new demo map is included in the sample mod - flyers_demo - for demonstration and testing of the osprey and apache.
  • Previously missing models/blkop_tailgibs.mdl has been added to the resources.

New features in featureful_server.cfg

  • door_rotating_starts_open_fix - when enabled, fix the bug with func_door_rotating becoming unresponsive after the first use if it has Starts Open spawnflag. This feature is currently left disabled by default just in case some existing map relies on this behavior.
  • warpball_at_monster_center - if enabled, when env_warpball is used as a template effect for monstermaker, create the effect at the monster's body center by default, instead of monster's origin (which is usually at the monster's feet). The feature is enabled by default. If you want the old behavior, set the warpball_at_monster_center to false in your features in featureful_server.cfg.

Entities

  • The values of the parameter Warp at monster's... of monstermaker now have a different meaning. Any positive value means to create a warpball effect in the center of the monster's body. Any negative value means to create effect at the origin. And 0 (default) means to create at the position depending on the warpball_at_monster_center feature.
  • env_warpball now can define a second sprite that will be played along with the first one. sprites/xflare1.spr is provided as default second sprite in the fgd. You need to manually set the second sprite on existing maps if you want warpballs to create two sprites.
  • Added Smoke position parameter for env_smoker.
  • Added Instant spawnflag for multi_manager, multi_trigger and multi_sequence. By default targets with 0 delay will be triggered only on the next frame after the multi_manager has been triggered. With this flag such targets will be called instantly.
  • You now can provide custom keyvalues for the monster spawned via monstermaker. In the editor toggle SmartEdit (like you do with multi_manager) and add keyvalues you want to forward to the monster prepending the key names with # symbol. This allows to set some parameters that can't be set via monstermaker otherwise (e.g. bodystate of monster_barney).

Bugfixes

  • Fixed opfor grunts coming from osprey without weapons.
  • Fixed osprey and apache sounds not stopping if they were replaced with a sound replacement system.
  • Fixed flocking flyers sounds not being replaceable with a sound replacement system.

Codebase changes

  • Added GetWeaponData and SetWeaponData functions for weapons to tidy and deduplicate some prediction code.
  • ALLOC_STRING is now a function instead of the macro.

Repository changes

  • The features/ directory is no longer included in the automated builds. This is to avoid situations when someone wants to try the latest version and rewrites their features/ directory with the default one by accident.
Posted 4 days ago2024-05-12 21:34:55 UTC
in Is it possible? Post #348796
By "particle" you likely mean sprite, which are 2D image objects in the game, and yes these can be attached to a playermodel and turned on/off based on various conditions such as when a flashlight is turned on/off.

Both making the sprite turn on/off, and limiting its use to only specific weapons, should be possible to code in CBasePlayer::FlashlightTurnOn() and CBasePlayer::FlashlightTurnOff() methods. Of course, you'll need to use programming for this using the SDK.
Posted 4 days ago2024-05-12 19:56:38 UTC
in Is it possible? Post #348795
Hi, welcome to TWHL.

Try to include as much information as possible when asking questions, as you're more likely to get the right answer!

For starters, what game is this for?
Archie ArchieGoodbye Moonmen
Posted 4 days ago2024-05-12 19:35:48 UTC
in Is it possible? Post #348794
Hi everyone is it possible to make this:
1:when you turning on flashlight and on player model appear a particle
2: you can use flashlight only on weapons
Posted 4 days ago2024-05-12 15:00:38 UTC
in Problems with the old .sln project Post #348793
Okay i just installed MSVC 143 - build tools C++ VS 2022 for x64/x86 (version 14.36-17.6) and the problem is gone.🥳
Posted 5 days ago2024-05-11 21:05:57 UTC
in Car™️ Post #348792
clock included lower right...
Archie ArchieGoodbye Moonmen
Posted 5 days ago2024-05-11 17:07:18 UTC
in Car™️ Post #348791
the clip was sped up lol
awkook awkookaka vhetutor
Posted 5 days ago2024-05-11 15:49:30 UTC
in Car™️ Post #348790
how can you do it so fast?? it looks so precise
Posted 5 days ago2024-05-11 14:40:36 UTC
in Problems with the old .sln project Post #348789
im not even a programmer, but your sln file is trying to open files that don't exist.

2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory

Go manually browse to that folder and verify that the file exists. (ctype.h) i dont know where it's supposed to live, but your sln wants it and it cant find it. You may have to reconfigure some paths in your sln file
awkook awkookaka vhetutor
Posted 5 days ago2024-05-11 13:23:37 UTC
in Problems with the old .sln project Post #348788
Year ago i was worked on my mod and put it aside and a year later i can't build cuz i have seeing this error:

2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory
2>(compiling source file '../../dlls/crowbar.cpp')
2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory
2>(compiling source file '../../dlls/gauss.cpp')
2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory
2>(compiling source file '../../dlls/egon.cpp')
2>D:\.HLSDK\ad\halflife-updated-master\public\interface.cpp(1,10): error C1083: Cannot open include file: 'string.h': No such file or directory
2>C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.39.33519\include\cctype(11,10): error C1083: Cannot open include file: 'ctype.h': No such file or directory

also don't know why but my visual studio was uninstalled and when I installed it again and opened the .sln project, visual studio didn't ask me to upgrade to v143.I checked for ctype.h and it doesn't exist. What i should to do?
Posted 6 days ago2024-05-10 10:13:51 UTC
in TWHL Tower: Source Post #348787
Hey, everyone! I'm now looking for testers for the Beta 1 build of TWHL Tower: Source. This is the first beta, and will probably be the last playtest build before release, so I'm looking to iron out as many bugs and gameplay inconveniences as possible. Send me a direct message on Discord (@dr._orange) or on TWHL if you're interested in testing!
Dr. Orange Dr. OrangeSource good.
Posted 1 week ago2024-05-09 16:00:04 UTC
in Sven Co-op Repair men Post #348786
Ok, Sounds good, thank you for the help.
Posted 1 week ago2024-05-09 11:01:46 UTC
in Sven Co-op Repair men Post #348785
By "repair men", do you mean Gus?
Gus (forklift.mdl)Gus (forklift.mdl)
If so the model name is forklift.mdl and it's one of Half-Life standard assets (so this version from Half-Life/valve/models can be used in your mod).

On the other hand, if you mean some player model then there's /models/player/HL_Construction/HL_Construction.mdl and /models/player/HL_Gus/HL_Gus.mdl from Sven Co-op and these are specific to SC, which means that you should ask for permission to use these in your mod, and possibly need to do some conversion as the player skeleton and/or sequences are different between HL and SC.
As for using assets from the main games (such as Half-Life, Blue Shift and Opposing Force), it's generally fine to do so for a HL/BS/Op4 mod. So re-using a main game texture in your mod's WAD is all good.

It's only a problem if you lift these assets out of these games and put them in another non-Valve game.
Posted 1 week ago2024-05-08 21:00:11 UTC
in Car™️ Post #348784
Remember: the more stuff you make, the faster you'll get at it, and it will be less of a chore to make it in the future
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2024-05-08 20:22:33 UTC
in Car™️ Post #348783
Yes, mapping requires occasionally actually mapping :^_^:

You can build the main shape in under 10 minutes, it's not all that much work
10 mins
Archie ArchieGoodbye Moonmen
Posted 1 week ago2024-05-08 18:39:20 UTC
in MESS 1.2 has been released! Post #348782
I don't feel like this qualifies for a Vault entry, so here it is instead, a menagerie of miscellaneous MESSy stuffs I made on MESS 1.2.2.
Contents
Item Description File type(s)
zhlt_strip strips stray zhlt keyvalues that might produce unintended results in your map .ted
speedfactor multiplies any speed keyvalue in entity by a factor. useful to quickly multiply values for a range of entities with finely-calibrated speed values. .ted
mtlx_decal_text translates to a bunch of infodecals representing stenciled text. besides letters and numbers, also transforms some text symbols to a bunch of other decals. .ted, .map
mtlx_multi_manager translates to a multi_manager. this entity facilitates easy selection of targets using JACK's dropdown textbox. Also shows the arrow connections. .ted
mtlx_trigger_sequential translates to a relay that fires specified targets in order, and can loop back at the end of the list e.g. this → t1, this → t2, this → t3, this → t1... .ted, .map
texture_scrollspeed_handler BUGFIX for the one included in MESS 1.2.2 .ted
note: mtlx stands for MESS template library extras, to compliment MESS' included mtl entities.
Links
Requirements
  • MESS 1.2.2 or above
Installation
  1. Dump contents of gist/zip file to <mess 1.2.2+ install path>/template_entities/custom/
  2. Run MESS once to update mess.fgd
  3. Restart JACK/Hammer to load the updated mess.fgd
LICENSE
Posted 1 week ago2024-05-08 15:40:35 UTC
in Car™️ Post #348781
Yeah I mean the Black Mesa cars.

also man i do have to do it manually 😔
Posted 1 week ago2024-05-08 13:30:06 UTC
in Sven Co-op Repair men Post #348780
Does anyone know what the model's name for the repair men is? I could not find them for the life of me. also does anyone know if Svens models can be used in a normal hl mod or is it rights reserved?

I also had a question about Opposing forces. Is it illegal for me to take one of the textures from their wad and put it in mine?

Thank you
Posted 1 week ago2024-05-07 21:11:47 UTC
in Making a mod folder Post #348779
Required viewing
Archie ArchieGoodbye Moonmen
Posted 1 week ago2024-05-07 21:08:47 UTC
in Car™️ Post #348778
Clipping and vertex manipulation. Do one half, copy it, flip it and you've got a whole car.

For reference, the Black Mesa SUVs in HL1's Surface Tension chapter are texture-scaled to 1 with TRK2_SIDE
Archie ArchieGoodbye Moonmen
Posted 1 week ago2024-05-07 20:42:09 UTC
in Car™️ Post #348776
How do you make a car? Not an actual functioning one, I just want some brushes. Thing is there doesn't seem to be a magic remove all white pixels button so it looks like you have to clip it all manually.

i am not doing that

Also what size car is good? 0.7 seems right.
Posted 1 week ago2024-05-07 13:21:55 UTC
in Making a mod folder Post #348774
I want to make some maps but Gordon's already had his journey, so for human npcs to make sense, I'll need to modify the sentences file. For that, I'll probably need a mod folder like valve, gearbox or bshift. But, how exactly do I set this up? Is it like an hd folder where it'll grab missing stuff from another folder? I'm not sure about copying over that much stuff (worlds first accidental piracy)

There's probably something about this on the wiki but I've got no clue where I'd look for it..

https://twhl.info/wiki/page/Tutorial:_Setting_up_a_Mod:_Part_1_-_Mod_directory_and_liblist.gam_(Steam)

dont worry names are for losers i found it for you because i am very smart to look at the very top of the goldsource modding wiki page i swear i went to a different goldsource modding page list and it wasn't in that one how

...There's an edit button. You're allowed to use it. - Urby

forgot sorry
Posted 1 week ago2024-05-06 16:48:42 UTC
in Help me with trinity renders Post #348773
First we'd need to see what error you're getting exactly to be able to help. At least provide a screencap.
Posted 1 week ago2024-05-05 20:57:53 UTC
in Making a Model Compiler for HL Alpha? Post #348771
UPDATE: So a few Hours Ago, I was viewing the "utils/studiomdl" Subfolder under the "Source Code" Folder of the Half-Life ProSDK (Which was the Full SDK when it was under NDA Prior to Mid 2000 when Valve made it available for Public Download) that surfaced in Early 2017 (The Folders are located under both the "Single Player Source" and "Multiplayer Source" Folders in the Later Versions of the SDK) and I founded that the "studiomdl.h" file has the STUDIO_VERSION Specified on Line 17, So I'm starting to think that if someone changes the version from "10" to "06" and then recompiles Studiomdl.exe, Then it maybe Possible to make a Version of studiomdl that's compatible with the Half-Life Alpha without needing to Backtrack to Quake's Source Code. (Assuming it would hopefully work) I'm now considering that I'm gonna try attempting to Compile studiomdl for Version 06 Models myself over the Next Few Days.
Posted 1 week ago2024-05-05 20:39:12 UTC
in issue with creating a power plug Post #348770
so i was working on some hl2 mod, it isnt anything too serious as its just me sillying around and seeing what i can do with the engine, but then i had some weird issue. i tried to create a section where the player would need to put a plug in its place for the elevator button to work, but when i load the map, the plug teleports to fuckwhere under the map, and the cable starts ascending weirdly as this error gets printed out in the console
Ignoring unreasonable position (1096.000000,-4296.000000,-16392.626953) from vphysics! (entity plug_box)

im not really sure what to do to fix it, as it seems like i have done everything correctly (unless if i somehow missed a step which happens alot lol)

im not really sure what else to show so im just gonna drop screenshots that i think would help a bit

(yes i did set the physbox to be solid to world)
User posted image
User posted image
User posted image
if i need to provide more information if needed then i will gladly do so when i can

EDIT: getting rid of the physbox and making the plug model a prop_physics_override worked, yay 💗
justyn_sly justyn_slyits called chicken burger
Posted 1 week ago2024-05-05 14:02:19 UTC
in Half-Life Featureful SDK Post #348769
New version https://github.com/FreeSlave/halflife-featureful/releases

Changelog

Per-monster sound replacement

Now monsters have a Sound Replacement File parameter. These files define sound replacements for the monster entity. See example in sound/female_pain.txt.

This feature is quite experimental and needs more testing.

The demo map update

The demo map was extended a bit to include demonstration of more entities and features.

Captions changes

  • Number of captions is virtually unlimited now (as opposed to maximum 256 in the previous releases). Note that you're still limited by the number of sentences depending on the engine (2048 on the modern GoldSource).
  • The length of the caption is virtually unlimited (as opposed to maximum 599 characters in the previous releases).
  • Added support for the forced caption duration (the hold time). See example in sound/captions.txt.
  • Added more HL sentences to the sample sound/captions.txt.

New features in featureful_server.cfg

  • gauss_fidget - allows to enable/disable the Tau-cannon fidget idle animation.
  • medic_drop_healthkit - whether medic grunts drop healthkits upon dying.

Monsters

  • New monster monster_civilian - generic friendly npc with scientist-like behavior. Doesn't have the healing ability. Suitable for making civilian npcs like construction workers or unarmed npcs from Condition Zero Deleted Scenes.
  • Commented out monster_gus and monster_gus_dead in the fgd. This monster was from Cleaner's Adventures and wasn't enabled in the game code anyway.
  • Customizable Fly Speed, Turn Rate and Check Distance for monster_flyer_flock.
  • Added Alert friends and Friends can alert me parameters for talk monsters.
  • Monsters with Tolerance level set to Absolute are now not alerted by friends death by default (it still can be forced via Friends can alert me parameter).

Entities

  • New entity player_hasweapon - check if player has a specific weapon. Can be used as Master.
  • New entity player_hasitem - check if player has a specified item (suit, flashlight or longjump). Can be used as Master.
  • New entity trigger_skill_test - fire a trigger depending on the current difficulty.
  • New flag Fade sprite for env_smoker to automatically fade smoke sprites (by default the entity relies on fading in the sprite animation).
  • New parameter Scale unit type for env_smoker (historically the entity used tenths of the scale, i.e. 10 meant scale 1).
  • New entity player_calc_ratio - calculate the absolute or fractional value of player's health, armor or ammo amount.
  • trigger_compare has a new way to fire a target depending on the condition. Now you can define test type and triggers for pass and fail. The old triggers work independently from the new ones, but it's not recommended to use both approaches at the same time.
  • trigger_compare now can be used as a master. The state depends on the evaluation of the chosen condition.
  • The parameter Fire On Equal To of trigger_compare now uses a different internal key name. The old key is still supported, but considered deprecated.
  • New entity env_extinguisher to produce a fire extintinguisher effect. Ported from Field Intensity.
  • New parameter Starting frame for env_model. The negative value allows randomizing the starting frame.
  • momentary_door now has an associted Calc Ratio value (like in Spirit of Half-Life).

Bugfixes

  • Fixed player being able to pick up the same ammo item multiple times when the pickup policy allows picking up by pressing +use button. Thanks b0rdie for reporting.
  • Fixed not being able to set custom model and custom model scale for monster_flyer_flock. Thanks 23-down for reporting.
  • Fixed setting Gun State parameter with some custom Barney models. Thanks 23-down for reporting.
  • Now if sk_rgrunt_explode skill is not defined, the hand grenade damage is used as a fallback.

Client input changes

  • Windows version now uses SDL2 to handle mouse and joystick input when running on the engine version post 2013 update (when SDL2 was added to the engine). The old non-SDL2 input handling is still supported when running on the older versions.

Codebase changes:

  • ARRAYSIZE is now a template constexpr function instead of the macro.
  • The virtual function IsTriggered now returns bool instead of BOOL.
Posted 1 week ago2024-05-05 11:50:24 UTC
in Making a Model Compiler for HL Alpha? Post #348768
I'm wondering seeing how the Half-Life Alpha (v0.52) has a Similar .bsp format to Quake, Can it be possible to create a program similar to studiomdl.exe that could compile models for the Alpha? (especially since it doesn't come with a model compiler and only has the Worldcraft Editor for creating Maps), i can only guess at this point that one would have to figure out what Quake formats in either Quake, QuakeWorld Or Quake 2 (Since i read Goldsrc uses bits of the Latter 2 but was still mostly based off Q1) are similar to Half-Life's .smd (Studio Model Data) format is based on from and work from that.
Posted 1 week ago2024-05-03 23:08:53 UTC
in Help me with trinity renders Post #348767
So when i compiling cl_dll it gives error about vector.h BUT vector.h works good in dll.
Posted 1 week ago2024-05-03 16:35:34 UTC
in How to make fake elevator? Post #348766
If your elevator is part of a single level, I'd recommend looking into the example map below.
Note that this particular setup is meant to go to multiple levels; if your elevator only goes from A to B it won't have to be nearly as complex, and the part about changing path_corner targets can be ignored.
Loading embedded content: Vault Item #6717
Posted 2 weeks ago2024-05-03 04:53:24 UTC
in How to make fake elevator? Post #348765
I wrote a tutorial for this, but haven't published it because there's no screenshot yet. If you can work with text alone, here's a snippet:
Suppose two maps building_base and building_top. To setup the elevator, we first need two doors and two buttons. The buttons target the doors. Now, one of the doors will fire our changelevel upon closing but the other will target a multisource which we'll place near the button inside the elevator. Don't worry, we will put the list of entity specs in a bit.

Then we setup the functional level change setup. As with previous, we put our trigger_changelevel way up in the ceiling (or even hidden in a nook nearby, as long as the players can't reach it), an info_landmark in the middle of the elevator floor, and a trigger_transition covering the whole elevator interior. Note that the trigger_changelevel's change target will target a multi_manager that manages the elevator ride effect.

Finally we'll be placing a few atmospheric entities to create the sensation of riding an elevator. One ambient_generic for the starting and stopping sound, another for the travelling sound, and a third for the chime. An env_shake for the jolt. Lastly a multi_manager to manage them all.

The entity specs for the setup is as follows:
Door and button setup
  • Outside func_button:
    • Target: elev_door
    • Delay before reset: 4
  • Inside func_button:
    • Target: elev_door
    • Master: elev_lock
    • Delay before reset: 4
  • One of the func_door:
    • Name: elev_door
    • Fire on close: changelevel_elev_relay
    • Flags: ☑Toggle
  • The other func_door:
    • Name: elev_door
    • Target: elev_lock
    • Flags: ☑Toggle
  • The multisource:
    • Name: elev_lock
Changelevel setup
  • trigger_relay (to delay changelevel)
    • Name: changelevel_elev_relay
    • Target: changelevel_elev
    • Delay before trigger: 1
  • trigger_changelevel
    • Name: changelevel_elev
    • New map name: building_top
    • Landmark name: lm_elev
    • Change target: elev_ride_mm
    • Delay before change target: 1
    • Flag: ☑ USE only (2)
  • info_landmark
    • Name: lm_elev
  • trigger_transition
    • Name: lm_elev
Elevator ride setup
  • ambient_generic (the jolt sound)
    • Name: elev_jolt
    • WAV name: plats/talkstop1.wav
    • Flags: ☑Start silent, ☑Not toggled
  • ambient_generic (the moving sound)
    • Name: elev_move
    • WAV name: plats/elevmove2.wav
    • Flags: ☑Start silent, ☐Not toggled
  • ambient_generic (the chime sound)
    • Name: elev_chime
    • WAV name: plats/elevbell1.wav
    • Flags: ☑Start silent, ☑Not toggled
Elevator ride setup (continued)
  • env_shake (elevator jolt)
    • Name: elev_jolt
    • Amplitude: 2
    • Effect radius: 500
    • Duration: 1
    • 0.1=Jerk, 255.0=rumble: 1
  • multi_manager
    • Name: elev_ride_mm
    • elev_jolt = 1
    • elev_move = 1.5
    • elev_jolt#1 = 6
    • elev_move#1 = 6
    • elev_chime = 7
    • elev_door = 8
    • (Adjust delay as needed)
On the other map, the entire setup can be copy-pasted wholesale, with only the new map name of trigger_changelevel set to the first map (e.g. building_base) and everything should just work.
Posted 2 weeks ago2024-05-02 02:40:39 UTC
in How to change hand texture throughout maps Post #348764
Thanks! The unified SDK does have a little bit of setup required, but once it's installed, you'll be able to use different weapon models per map.
awkook awkookaka vhetutor
Posted 2 weeks ago2024-04-30 14:48:44 UTC
in How to change hand texture throughout maps Post #348763
ok, i will try this when i get home. also thanks VHETUTOR, i love your tutorial videos.
Posted 2 weeks ago2024-04-30 01:44:54 UTC
in How to change hand texture throughout maps Post #348762
You can use Solokiller's Unified SDK to do this very easily actually.
awkook awkookaka vhetutor
Posted 2 weeks ago2024-04-29 18:10:07 UTC
in How to change hand texture throughout maps Post #348761
I remember seeing this being done in some mod, could it have been Azure Sheep?

If I recall correctly, there was basically a duplicated set of weapons, one that used the uniform-clothed hands and another with the hands wearing the HEV suit. Then at some point in the campaign you would be stripped of your weapons and find yourself a HEV suit before being given the HEV-variants of the weapons.

This is of course a game code change, not something that can be done purely through mapping.
Posted 2 weeks ago2024-04-29 15:33:08 UTC
in How to change hand texture throughout maps Post #348760
Im trying to make it so before you get the hev suit your hand looks like a scientist, but after then it looks like hev. is this even possible?

Thanks
Posted 2 weeks ago2024-04-29 05:29:58 UTC
in How to make fake elevator? Post #348759
If this is a singleplayer campaign, you can fake the elevator just like how it's done in the HL1 campaign (e.g. the transition from c1ac1 to c1a2, the end of Unforeseen Consequences and start of Office Complex). This is probably the easiest solution.

Basically there's no moving elevator whatsoever. Just a room that looks like an elevator, a set of doors, and a button inside to trigger a trigger_changelevel.
After the level transition you're taken to an identical "elevator" room. An env_shake creates a rumbling and various ambient_generics creates noise, together creating the illusion of movement. Do this for a few seconds, then trigger a ambient_generic with a "ding!" sound and trigger the doors to open.
Add other details/effects to taste.
If it has to be within one level, then as Urby says a trigger_teleport has no relative offset in vanilla GoldSrc which would be very obvious and immersion-breaking. Additionally, to "toggle" a trigger_teleport you need to use a multisource master as trigger_teleport cannot be triggered on/off directly.

Another solution, which is a lot more complex than the others, is instead of using func_door for the doors you use func_train. Essentially 3 trains moving together to create the elevator.
This sort of setup needs careful timing and path_corner's Fire on Pass key can be of great help with that.
Posted 2 weeks ago2024-04-28 05:26:10 UTC
in How to make fake elevator? Post #348758
The reason why it won't be a normal elevator is because it has doors.
Posted 2 weeks ago2024-04-27 21:00:54 UTC
in How to get portal gun as a weapon in HL2? Post #348757
Triedbit and it works well. Thank you very much.
Posted 2 weeks ago2024-04-27 15:43:47 UTC
in How to make fake elevator? Post #348756
Take a look at the trigger_teleport entity guide here: https://twhl.info/wiki/page/trigger_teleport

Note that it will be obvious to the player they they have been teleported, as a trigger_teleport can cover a wide area, but will only sent the player to a single spot, so they will appear to warp to a certain point inside the elevator.

I'm curious as to why you cannot simply use a regular elevator?
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-27 09:06:34 UTC
in How to make fake elevator? Post #348755
I'm working on my Half-Life mod and i need to make elevator teleport you to the other one using multi_manager, how can i do it?
Posted 2 weeks ago2024-04-27 04:48:59 UTC
in How to close door? Post #348754
Enable Toggle spawnflag and keep Delay before close -1, if you want to close it with the multi_manager.
Of course. You can do anything with programming. But eating corpses could be done even with the level editor alone, you just put an invisible button next to a corpse, which removes the corpse or makes it invisible, with an entity like func_changetarget or env_render, and plays an eating sound with ambient_generic, and gives you health with game_player_equip or a trigger_hurt with a negative damage value. But this would only work for corpses that already exist when the map loads.
ditto to the title
Posted 2 weeks ago2024-04-26 21:57:16 UTC
in How to close door? Post #348751
The Delay before close (wait) value of -1 makes it never close.

What you likely want in this situation is a Delay before close value greater than zero, but with the Toggle (32) spawnflag set instead.
That way, the door will open the first time it's triggered, and then close on the next trigger.