Forum posts

Seems like they do explode, but the hitbox seems smaller than the actual model hahah, therefor it can go through lasers that are not exactly in the middle of it , ironic being super large visualy
I re-saved the 3 maps with new names (including the changelevel entities etc)

Somehow, it all works great now.

Weird that the old map names screwed things up inside teh actual game (but works in editor compile run)

But the new names works in both....
Funny, I made a thread about a similar problem, but reversed, months ago.

Where the transitions did NOT work from direct Hammer compile runs.
But it worked when running the game.

And now its reversed. What the hell is going on here :nuts: hahah
When I compile and run my sequence of 3 linked maps from Hammer, everything is correct.
Map transiation is perfect. Smooth and the area looks the same as it should...

But when I open up Half Life to run the map like somebody else would if they download and try it...

Then the player ends up randomly in the middle of the map in the air from Map A to Map B.

It SHOULD work since the transitions are perfect when running from the Hammer compile

But .... then it all goes bad when running it in real world testing.

Why does this happen?
Posted 5 months ago2024-06-11 18:45:40 UTC
in Suddenly get "Map change failed" Post #348868
I get the error when having some water in my func_details

My other normal func_details doesnt cause this

So weird :/ hahah
I am making a secton where you gotta run around around boxes+pillars and put up tripmines to kill a gargantuan.

But the tripmines doesnt even explode! (except when the player runs into them, then they explode)

The garg just runs through the blue laser sensors as if they were nothing :/

Whats the isue ?
I wanna do a Serious Sam-ish scenario.

After killing all enemies in a room, a door opens.

I have set Trigger Condition "death" on all enemies, to a Multisource that should open the door when all are dead.

Problem is, the door opens already after the first enemy dies....????

How can I make this work?
Posted 5 months ago2024-06-10 18:24:55 UTC
in trigger_push while holding a button? :D Post #348864
Opps, should be in HL Engine section haha

Mod please move if possible :D
Posted 5 months ago2024-06-10 17:19:17 UTC
in Suddenly get "Map change failed" Post #348861
Hmm, I removed all func_details and now it works.

Why is func_details crashing my map? :/
Posted 5 months ago2024-06-10 17:05:28 UTC
in Suddenly get "Map change failed" Post #348860
Been working on a map without any issues since yesterday.

Until just now.

Started getting this message right now:

"Console initialized.
Base networking initialized.
"sv_cheats" changed to "1"
Initializing deltas
Protocol version 48
Exe version 1.1.2.2 (valve)
Exe build: 12:23:38 Dec 22 2023 (9920)
128.0 Mb heap
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 950M/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 461.72
GL_SIZES: r:8 g:8 b:8 a:0 depth:24
ARB Multitexture extensions found.
4 texture units. Detail texture supported.
Sound Initialization
Set primary sound buffer format: yes
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Loaded library demoplayer.dll.
Loaded library core.dll.
Creating fake network channel.
Loaded library core.dll.
DemoPlayer module initialized.
Parsed 160 text messages
WARNING: failed to locate sequence file global
OnNewUrlLaunchParameters
execing hw/geforce.cfg
execing valve.rc
execing language.cfg
execing controller.cfg
execing autoexec.cfg
execing violence.cfg
execing controller.cfg
execing controller.cfg
execing hw/geforce.cfg
execing config.cfg
execing controller.cfg

Adding: valve/dlls\hl.dll
Dll loaded for mod Half-Life
execing skill.cfg
map change failed: 'Stuff1' not found on server."
Posted 5 months ago2024-06-10 13:18:26 UTC
in trigger_push while holding a button? :D Post #348859
I want to make a trigger_push (simulating waterflow) that is activited while HOLDING a button.

Right now I can toggle it on and off, but for my map purpose holding it would be better.

How do I make the trigger_push only work while HOLDING a button?

This could be helpful for other things like rotating a wheel to rotate some platform that then returns to position when not rotating anymore for example?
Posted 10 months ago2023-12-24 23:49:58 UTC
in Trouble going from one map to the next Post #348356
That solved all my problem!

Thank you very much! :biggrin:
Posted 10 months ago2023-12-23 23:54:41 UTC
in Trouble going from one map to the next Post #348346
Map 1 to Map 2 = works

Map 2 to Map 3 = does not work, but if I hit Quick Save and Quick Load then the transition works?!!? :/ wtf

It only works if I do a quick save and quick load... This is so annoying, so basically it is setup right but theres still some shit going on making it go bad randomly
Posted 10 months ago2023-12-23 19:47:23 UTC
in Trigger Condition on a Monsters Entity Post #348343
If you choose "death" and target the trigger to a specific door for example

The door will open with the monster dies :)

I just used this on a level Im making so you have to kill the boss for the door to open :)
Posted 10 months ago2023-12-23 19:36:29 UTC
in Trouble going from one map to the next Post #348342
Wait, I played through a couple of more times and sometimes the map transitions didnt even happen at all or gave any message.

Wow, this is so random :nuts:
Posted 10 months ago2023-12-23 17:55:15 UTC
in Trouble going from one map to the next Post #348341
SUCCESS!! !

Apparently the transitions works if I run the maps from the actual game

And not just "Run..." from Hammer!
:D :D :D :D :D :D :D :D :D :D :D :D
Posted 10 months ago2023-12-23 14:56:24 UTC
in Trouble going from one map to the next Post #348336
Hmmm, now I cannot go form map2 to map3... It works if I start in map 2...

Wow I need to spend some time going through these mapchanges to make sure it really works when going from the intended start
Posted 10 months ago2023-12-23 13:39:00 UTC
in Trouble going from one map to the next Post #348335
And now I put changelevel and landmark for the 3rd map and Im ending up in a copetely random place xD

These things are finicky :D
Posted 10 months ago2023-12-23 13:30:03 UTC
in Trouble going from one map to the next Post #348334
I realize the better thread title would be "I can go to next map, but going back doesnt work"

And yeah I did change it a little bit because I wanted it to be easier for the human grunts to chase you through the corridor after a trigger_once in the next room... But maybe that change of room backwards screwed it up?
User posted image
Posted 10 months ago2023-12-22 20:30:02 UTC
in Trouble going from one map to the next Post #348327
Yo!
I have started makeing map transitions for longer series of maps.

I tried easily with a mini map use two rooms connecting with a Z tunnel, and it worked... Can walk back and foruth no problem :cool:

But with my bigger scenario Im currently working on I get an issue. :confused:

No trouble going from map one to map two, but going back doesn't transfer me back but gives a message in the top corner:
User posted image
Map one name: super1a
Landmark name: landmark1
Trigger next map: super1b

Map two name: super1b
Landmark name: landmark1
Trigger next map: super1a

_SOLUTION = RUN GAME FOR REAL, NOT JUST RUN MAP FROM HAMMER!!! _
Posted 10 months ago2023-12-22 20:25:10 UTC
in How write sprite path?!?!?!?!? Post #348326
I am using J.A.C.K :) still missing some useful browsing functions like for this. :nuts:

And damn you are right. I was thinking about the sound folder paths.... Ha! :D
Posted 10 months ago2023-12-22 16:04:09 UTC
in How write sprite path?!?!?!?!? Post #348318
Hammer really lacks some functions to just "browse and choose" things and I have tried writing the adress to the sprite several ways and every time it crashes on start saying sprite not found!
User posted image
How to write it???
Thank you so much!!!!

I misundertood.

I thought the idle animation was what the guy would do after the action animation. xD
Weird, I tried in a new map and it worked.

On the prevous one I also had some leak for whatever reason, despite being 100% encolsed simple brushes room?
So I'm finally trying to learn "scripted sequences" and this drives me nuts, I have double and triple checked everything I wrote in the scripted_sequence entity, trigger_once brush and the scientist.

Its a very simple thing.

He's just supposed to walk over and "open" the laptop.

AFTER I WALK INTO THE AAATRIGGER BRUSH.

But the sequence starts even if I just stands still.

Why? =/

Second problem is that the idle animation does not continue. I want it to look like hes fiddling with the computer... "studycart" looked good enough.
But he just goes back to normal!

TRIGGER_ONCE (brush, aaatrigger)
Target: scientistlaptop

SCRIPTED_SEQUENCE
Name: scientistlaptop
Targetmonster: benny
Action animation: studycart
Idle animation: studycart
Walk to position: Walk
(x) Leave Corpse
(x) Oerrides AI
(x) No Script Movement (makes no difference...)

MONSTER_SCIENTIST
Name: benny

(x) Wait For Script (makes no difference...)
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