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Use Spirit of Half-Life. It's full of features, and there's a faction function made exactly for this. However, if you want to do it yourself, i guess you'd need to code a bit.
You can't do this in vanilla Half-Life, unfortunately. I guess you could try using an edited model and replace the HECU soldiers.
Posted 2 weeks ago2024-10-03 01:17:23 UTC
in HL1 chase sequence help!!! Post #349208
You could use a trigger_changetarget, place one for each path that the player can take.
Posted 2 weeks ago2024-10-02 20:22:50 UTC
in HL1 chase sequence help!!! Post #349205
You cant turn the gcube into a func_train, and use path_corner to create a simple trayectory. If you want the gcube to kill the player, set the damage to something like 300 (so the player gets gibbed).
Posted 2 weeks ago2024-10-02 01:09:24 UTC
in HL1 chase sequence help!!! Post #349200
Alright, what is your entity setup, then?
Posted 3 weeks ago2024-09-30 21:53:05 UTC
in hello Post #349197
Hey there, why did you made this post?
Posted 3 weeks ago2024-09-30 02:16:49 UTC
in HL1 chase sequence help!!! Post #349188
Can you post the map? And is it a func_train?
Posted 1 month ago2024-09-13 05:10:54 UTC
in Got a problem with my HL1 sound mod Post #349150
Make sure your audio is also in "Unsigned 8-bit PCM". And the quality can be raised to a limit of 22050 hz.
What are the things that inmediately make you say "This mod is just as any other! Why should i even bother..."?. It can be anything: features, story, gameplay mechanics, maps, etc.
I'm trying to see what people do not like in a Half-Life mod.
Posted 1 month ago2024-08-26 20:59:07 UTC
in Everybody talking about Half-Life 3 again Post #349085
The whole community is divided, some say that it's in development, other say it's not HL3, or it's a canceled project. Personally, i strongly believe they are developing something, but from the looks of it, it's probably not Half-Life 3. All my money goes to some random test project, maybe some sort of DLC for HL: Alyx.
Deep down, i am really hoping it's HL3, but i am ready to be disappointed.
Yeah, i don't think you got me. Just grab the original Decay model, and use the reference's skeleton to rig your other mesh. (Example: "v_colette" skeleton + v_barney hands).
Well, rigging the model with the old skeleton would be your way to go.
Posted 2 months ago2024-08-01 21:44:19 UTC
in Making every NPC hostile after agression? Post #349027
In a test map, i am trying to make every scientist and security guard turn hostile to the player if one is to bother them enough. However, this appears to only work with NPCs that witness the events, and other NPCs not present in the area are oblivious to the player's actions. Is there a trigger, or a condition that should be used, or will coding be required?.
Posted 2 months ago2024-07-28 03:44:58 UTC
in Half-Life: dx Post #349018
That's great! Are you looking for people to help you?
Posted 2 months ago2024-07-28 03:10:44 UTC
in fullbright on my cs custom map Post #349016
Sounds like you have a leak, it's a hole in the map that connects to the void. The engine can't tell what's "outside" (the void) and what's "inside" (the map), so it can't compile lights.
This article explains it better, and here is some good advice, just to keep in mind.
Posted 2 months ago2024-07-26 22:18:04 UTC
in Problems rigging for Goldsrc Post #349012
This tends to happen with MS3D too, for some reason bones will get flipped. Check this out.
Posted 3 months ago2024-07-20 22:27:40 UTC
in TWHL Tower: Source Post #349007
Posted 3 months ago2024-07-19 21:24:16 UTC
in How do i make trains? Post #349006
This is a very good example, for beginners. There's this one too, slightly more complicated.
Posted 3 months ago2024-07-18 21:00:21 UTC
in How do i make trains? Post #349002
func_tracktrain should work
Is this what you mean?Is this what you mean?
(please excuse the low quality)
Posted 3 months ago2024-07-09 00:41:58 UTC
in Random ambient sounds? Post #348969
It worked, after a couple of attempts. Thanks.
Posted 3 months ago2024-07-08 02:01:43 UTC
in Random ambient sounds? Post #348960
I would like to create a map with random ambience sounds, but i'm not able to create a system that is able to complete such task correctly. I was trying with a looped multimanager, that triggered certain sounds in a specific time, (sound1 every 20 secs, sound2 every 10 secs, etc.), but it's not exactly random.
Surprisingly enough, this is not well documented on any site, but its possible. I know the security guard model uses this for the shooting animations, but im not so sure.
Posted 3 months ago2024-06-28 21:25:00 UTC
in Is it possible to get half life on the nintedo ds? Post #348939
Xash3D, perhaps? This post has some info, but as RoboRufus7 said, it requires jailbreaking your DS, and it appears that it will only work on the 3DS system.
Posted 4 months ago2024-06-18 00:41:14 UTC
in Mmod setting dont work in my mod Post #348892
Try transfering files from resource/UI
Posted 4 months ago2024-06-18 00:40:09 UTC
in How to modify the fonts in scorboard-HLDM Post #348891
I think those fonts are hardcoded, you might want to peek at the source code.
Posted 4 months ago2024-06-18 00:39:35 UTC
in What was this mod? Post #348890
Any other things you remember? (a specific map, another gameplay mechanic, lore, etc)
Posted 4 months ago2024-06-14 20:24:43 UTC
in hl widescreen problem Post #348880
Does it look like this? Try going to game properties on Steam, and in Launch options, add -windowed. If you have a "Non-Steam" version, make a shortcut, and in Destiny, add -windowed.
Posted 4 months ago2024-06-13 18:35:11 UTC
in Playermodel hovering Post #348878
Oh, right, i changed the eye position, sorry. It works now, thanks.
Posted 4 months ago2024-06-12 23:34:25 UTC
in Playermodel hovering Post #348872
Just changed it, from 63 to 36, but it doesn´t seem to work.
Posted 4 months ago2024-06-11 20:17:45 UTC
in My tripmines does not explode by gargantuan ??? Post #348870
Could you post your entity setup?
A quick solution would be to force the player to advance, and then make the explosions timed or triggered.
Posted 4 months ago2024-06-11 19:56:18 UTC
in Playermodel hovering Post #348869
Edited a model, and replaced the playermodel, everything works fine, but the model seems to dislike the ground. The model is made as a test, and only the movement animations (run, walk, etc.) were replaced. Here are the files.
Screenshot
Posted 8 months ago2024-01-30 04:36:39 UTC
in Forum dead? Post #348503
Most of the people here use the Discord server for help and questions due to the fact that is quite faster. However, i believe some people post here when they have a seriously difficult problem.
Posted 9 months ago2023-12-26 22:48:19 UTC
in Removing battery percentage and little line from HUD? Post #348364
Thanks for your pattience, i did intended to modify the code.
Posted 10 months ago2023-12-22 01:48:09 UTC
in Removing battery percentage and little line from HUD? Post #348306
I have spended a quite considerable amount of time trying to figure out how, but i end up breaking something.
I don´t want to be that guy, but shouldn´t this be on the Tutorials section?
Posted 10 months ago2023-12-05 13:56:07 UTC
in How to lower the difficulty to YAPB bots? Post #348154
Posted 10 months ago2023-12-02 20:02:06 UTC
in Bug with the "Pollen Sprites" around the entity Post #348134
Could you send the map, please?
Posted 10 months ago2023-11-25 21:01:53 UTC
in Terror-Strike template? Post #348087
Or the map? I can´t find it.
Posted 10 months ago2023-11-23 17:30:41 UTC
in 25th anniversary of half-life Post #348075
Perhaps a compo with func_vehicle?
Posted 1 year ago2023-10-04 21:51:07 UTC
in Problem with zombie soldier Post #347918
Do your cvars have a valid value? Like
sk_zombie_soldier_dmg_both_slash1 "30"
It will not work if the value is 0.
Posted 1 year ago2023-10-02 18:15:03 UTC
in Problem with zombie soldier Post #347902
Have you checked if you added the zs to your skill.cfg?
These linesThese lines
Thanks
Posted 1 year ago2023-09-24 04:55:03 UTC
in How do you kill an npc after a scripted_sequence Post #347879
Go to your scripted_sequence, and in KillTarget add the monster_barney.
For some reason several brush entities "get turned" into normal brushes. Right-clicking and going into Properties only shows the visgroups config, as if they werent brush entities. They still have the prefix in the preview, but they dont get selected when clicked.
ImageImage
It is worth noticing that this happens also to other entities like func_buttons and button_targets, so far i only tested on those, but im sure that those arent the only ones.
You could simply edit the model and add bodygroups, then you modify the FGD to add the variations.
Posted 1 year ago2023-09-16 03:24:16 UTC
in func_door rotating down? Post #347862
Check the flag "Y axis"
Maybe a func_train? You may want to try and decompile the target range from the HL´s training room, or the CS map, and see how the moving targets were done.
Im interested, i could "mildy" fill in as a mapper and modeller, perhaps editing some textures, but i cant do coding right now, sorry. Do you have a Discord or something?