Forum posts

Posted 20 years ago2003-08-17 09:41:03 UTC
in Forums Post #1159
Get the edit post function too. I just wrote a post, submitted it and found out I had forgot something important. Had to make a new post because of that.
Posted 20 years ago2003-08-17 09:39:14 UTC
in Entity add-on Post #1146
Under the category other, maybe
Posted 20 years ago2003-08-17 09:38:31 UTC
in Entity add-on Post #1145
Why not add some entities from some of the most popular mods out there currently to the entity guide. And details how to use them etc.
Posted 20 years ago2003-08-17 09:31:32 UTC
in competition entries Post #1153
Yes, add that section to the map vault. It would be great to see what other people has created.
Posted 20 years ago2003-08-17 05:33:51 UTC
in cs buyzone and spawns? Post #394
Server-config dependent.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 19:51:39 UTC
in Turrets which hurt grunts Post #401
Problem with turrets is that they were never meant to take out friendlies.
Have you thought of targeting a little func_train and having that cover an area where the humans are going to be?
Posted 20 years ago2003-08-16 19:46:25 UTC
in cs buyzone and spawns? Post #392
Just incase the Shoutbox rolls past Seventh's answer...
CT Spawn points are defined by info_player_starts.
T Spawn points are defined by info_player_dethmatch.
And Buyzones are func_buyzones and as a brush entity they are as big as you make them. You can have more than one, actually it is a good idea to have one at each Spawn point that covers all the spawn points in that area.
Most people use armoury entities as top up areas, as the buyzone is disabled by it's timer after game start, but that depends on the settings.
Posted 20 years ago2003-08-16 17:25:23 UTC
in Bon chance! Post #388
Good luck to everyone in the competition! Crichton and I finally finished our entry and Crichton's compiling it with his Atlon 2200 now.

May the best mapper win :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 17:24:17 UTC
in cs buyzone and spawns? Post #391
ShoutBOX - answered there. Tired. zzz
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 15:05:37 UTC
in cs buyzone and spawns? Post #390
in cs, how do you make multiple or atleast one buyzone and how do you select how big it is? also, how do you designate a spawn a t or ct spawn ?
Posted 20 years ago2003-08-16 07:02:04 UTC
in texture compile problem Post #1255
Posted 20 years ago2003-08-16 06:35:26 UTC
in texture compile problem Post #1254
this is the whole compile log without rad and vis
Posted 20 years ago2003-08-16 04:46:42 UTC
in Monstermakers and info_nodes Post #405
I think monsters will use info_nodes whenever they can.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-16 04:40:35 UTC
in Turrets which hurt grunts Post #400
I've noticed that monster_turret, monster_miniturret and monster_sentry only shoot barneys, scientists, and aliens. And you. Yet for some reason they don't shoot assassins or grunts. How do I create turrets which do this (Could be func_tank, maybe?), I'd like to create a level where a place is being invaded by humans, and you need to activate autoguns to filter them out. How do I do this? I don't want to just stand by a controllable turret throughout the level (Perfect Dark players, does this sound familiar?)!
Posted 20 years ago2003-08-16 04:17:17 UTC
in Monstermakers and info_nodes Post #404
Hi, me again. If you have a monstermaker, will the new monsters immediately follow info_nodes, or just stand there like idiots until they see you? Does the same apply with stationary guards (Assassins, grunts)?
Posted 20 years ago2003-08-16 04:14:25 UTC
in Enemies and info_nodes Post #409
High definition pack? No, you don't understand, all of the monsters from the original HL are there, plus the new OpFor ones. And they behave in the same way.
Posted 20 years ago2003-08-15 23:12:53 UTC
in Enemies and info_nodes Post #410
Monsters that follow path_corners will only do so until interupted, and then they will revert to the models original AI, if you have path_corners and info_nodes, they will follow the PC's until they see you or are interupted and then they will use the info_nodes to track you down.
Posted 20 years ago2003-08-15 23:03:39 UTC
in Would it hurt? Post #413
Mmm, I didn't think of that. But yeah, if your VM work is of line, you will get these types of errors.
Remember: If you get an Error... Always check Tommy14 at Slackillers site for the error. They have the largest list of errors on the planet.
Glad you fixed it M, hope to catch you on IRC again.
Posted 20 years ago2003-08-15 18:10:01 UTC
in Crushing Bigmomma Post #1274
Gman doesn't crush! Just stands there holding up the crusher like freakin superman! :)
Posted 20 years ago2003-08-15 17:17:49 UTC
in Enemies and info_nodes Post #408
Male assassins should be used since they fit in more with op4 if your a grunt.

If you decide to use a human_grunt some people may not have the high definition pack so the models wouldn't fit in

K hope this helped :P
Godd Luck on your map
Posted 20 years ago2003-08-15 16:38:55 UTC
in Enemies and info_nodes Post #407
I think they do the last one (p_cs until interrupted), don't quote me on it though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-15 16:37:02 UTC
in Enemies and info_nodes Post #406
This isn't a problem or anything, just assistance with my latest map (UNORIGINAL!!!). It's for Opposing Force, and the only enemies are going to be humans. I noticed that, even though you are a marine in Op. Force, monster_human_grunts still shoot you, and monster_human_grunt_allies will fight them. This allows me 3 types of human enemy (I'm not having grunt_allies, so there won't be confusion between marines): human_grunt, human_assassin, male_assassin. I'm unlikely to use human_assassin because they can only use silenced pistols. So should I have grunts or male assassins (Either will do)?
Actually, I do have a question: With human enemies, if you have path_corners for them to follow, will they ignore the p_cs and come looking for you if there are info_nodes? Or will they follow p_cs until they see you, then hunt you down with info_nodes?
Posted 20 years ago2003-08-15 16:36:58 UTC
in texture compile problem Post #1253
Try taking out the space in the map name (e.g. sweethome.rmf). If that does not work, post the entire error log.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-15 08:18:17 UTC
in Crushing Bigmomma Post #1273
i never smashed a g-man. wonder how that would be...............................!!! getting a sick idea . a g-man snashing level. with hordes of gman barneys and scientists under one big smasher.oooooooow what am i sick
Posted 20 years ago2003-08-15 03:36:57 UTC
in Difficulty Post #421
I know what that difficulty setting does (well, one part, there may be others) - stops specified entities being created (eg monsters) - dunno how you tell HL which to ignore at which levesl, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-15 03:13:16 UTC
in Would it hurt? Post #412
its cool, i figured out the problem, thanks for the help Andy.
It wasnt actually the stairs itelf, it was the wall next to it, vertex points at the bottom of the object were 1 unit out from the top vertex's causing the error.
Posted 20 years ago2003-08-15 02:02:58 UTC
in please wait Post #425
A scripted_sequence entity will sometimes run as soon as the map loads and the target monster is near by, but this can also be caused by a naming problem.. Check your entity names. If you can't find the problem, change to aiscripted_sequence and trigger that.
Posted 20 years ago2003-08-14 17:33:21 UTC
in Tutorial about sound? Post #1187
Well, the only sound entities I actually know how to use are ambient_generic and speaker, although I think target_cdaudio looks pretty easy. But if I did a tut. on sound, it would probably only be a beginners' guide. How about we team up to do a tut. on sound?
This post was made on a thread that has been deleted.
Posted 20 years ago2003-08-14 14:42:51 UTC
in please wait Post #424
it is not triggered by any thing he just does it as soon as the map loads more in fo on how to fix please.
Posted 20 years ago2003-08-14 13:55:38 UTC
in Bounce pads and recharge pools Post #419
For the Xen healing pools go here. http://www.mrman58.freeserve.co.uk/spawningtank/index.html
And for pools and bounce pads go here.
http://www.snarkpit.com/tutorials.php
Posted 20 years ago2003-08-14 13:51:29 UTC
in Bounce pads and recharge pools Post #418
Guess they're just func_push brushes. Coulda sworn I saw something especially for bounce pads :S
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-14 13:45:09 UTC
in Bounce pads and recharge pools Post #417
Recharge pools are, I believe, trigger_hurts with NEGATIVE damage. Bounce pads: hmm, I knew that a day or two again, I'll just look :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-14 13:32:42 UTC
in Bounce pads and recharge pools Post #416
How do I create those bounce pads and recharge pools from xen?
Posted 20 years ago2003-08-14 13:28:21 UTC
in Difficulty Post #420
How do you change the difficulty level for your own maps (So it lets you choose at the beginning)?
Posted 20 years ago2003-08-14 10:50:51 UTC
in competition entries Post #1152
even better
Posted 20 years ago2003-08-14 09:23:29 UTC
in please wait Post #423
How is the scripted_sequence triggered? With a trigger_auto? Replace it with a trigger_once that is where you want to be when he opens the door.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-14 07:44:04 UTC
in please wait Post #422
Sorry abbout that last post clicked the wrong button. Anyway i have a barney in my level who opens a door for you using a scripted sequence but by the time i get to him he has already done it how can i make it so he will wait until he sees you or you come close to him until he opens the door.
Posted 20 years ago2003-08-14 07:37:53 UTC
in doors Post #426
how caan you make so only a barney can use a button and the player can not (like the begining of hl with the retinal scanner and barney)
Posted 20 years ago2003-08-14 03:15:35 UTC
in Tutorial about sound? Post #1186
Mind if I do one? I've been using it lots for my competition map, so... unless you want to, of course
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-14 02:57:40 UTC
in Tutorial about sound? Post #1185
When I can be bothered to actually do another tutorial, I'll do one on sound. Maybe.
Posted 20 years ago2003-08-13 15:40:39 UTC
in competition entries Post #1151
Funny you should suggest that - it was the plan for the previous contest, but I didn't get round to it. All the contests could have their own read-only MV categories, with entries going into them automatically.

Will give this some thought and might implement it soon. Thanks for bringing it up :)
Posted 20 years ago2003-08-13 13:23:05 UTC
in competition entries Post #1150
I think it would be good if there was a 4th section to the map vault: competition non-winners (Losers sounds too negative). It would be useful to people who want to learn something about, say, lasers from the laser fun contest (I know there's a tutorial, this is just an example), but find the winners' maps too complicated. Also, it would make the people who come very close not feel so ripped off, because their map would still be available for download (And of course, it would mean that if I fail to win Trapped, I can still get my map commented on and rated, maybe even downloaded >:)). So how about it? (Obviously, people wouldn't be able to submit non-comp. entries to it)
Posted 20 years ago2003-08-13 10:24:43 UTC
in freezing Post #438
well, i dont compile my maps through worldcraft, too slow, so i cant really help you, all i know is that batch compiling will save you alot of trouble and time. For me compiling in worldcraft was just a pain in the arse.

If the game doesnt load up, chances are worldcraft isnt configured properly
Posted 20 years ago2003-08-13 09:22:19 UTC
in freezing Post #437
Did you try that, or is it just not what you wanted?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-13 09:21:17 UTC
in scripted_sentence Post #434
Nonono, that was my sig. The file attatched was the sentences :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-13 09:03:02 UTC
in freezing Post #436
nope that dun help, i want it so i can launch threw wc? any suggestions
Posted 20 years ago2003-08-13 07:20:53 UTC
in scripted_sentence Post #433
they were in latin
Posted 20 years ago2003-08-13 04:33:34 UTC
in Milkshape Users, i need your assistance Post #449
oh ok, thanks for clearing that up andy, its a pity it wasnt done in the first place, its really a pain trying to place a model in and getting the clip brishes right. The measurements in milkshape are not the same as the units in worldcraft, so you pretty much have to guess or figure out the scale which i havent yet.
Posted 20 years ago2003-08-13 02:48:53 UTC
in Forums Post #1158
Yeah, phpBB rocks - I've got one :)
Seventh-Monkey Seventh-MonkeyPretty nifty