Forum posts

Posted 5 months ago2023-11-10 04:05:18 UTC
in trigger_changelevel @ c1a1d Post #348015
Okay I fixed it, my knowledge of how info_landmark works lacked a bit
Posted 5 months ago2023-11-10 00:16:59 UTC
in trigger_changelevel @ c1a1d Post #348014
So it transitions you to the previous map but to another location?
Posted 5 months ago2023-11-09 22:48:50 UTC
in trigger_changelevel @ c1a1d Post #348011
Yeah but the trigger changelevel is on the way that takes me back to c1a1c and I can't progress in this case, I noclipped past that trigger and that tunnel is cut which I think it is continued on some other map, maybe it is built in some place on c1a1c that your supposed to spawn on? I coudn't find it though. Elevator yes your right it takes you to the c1a2 map but how do you get to the elevator when your teleported back to c1a1c if you walk into that trigger
Posted 5 months ago2023-11-09 21:50:32 UTC
in trigger_changelevel @ c1a1d Post #348008
But how do you get to the next map then? That's confusing
Posted 5 months ago2023-11-09 01:56:28 UTC
in trigger_changelevel @ c1a1d Post #348005
The rest of the triggers work fine SO FAR: https://www.youtube.com/watch?v=_0_jhK51U-g
Posted 6 months ago2023-11-09 00:09:13 UTC
in Draw numbers in HUD Post #348004
Where exactly are you using DrawHudNumber()? Try running HL in Software renderer and see if the numbers are drawn, if so, than your using it the wrong way. If you want to do it fast just add this code into any registered hud element and draw inside the draw() function. However Best course of action would be to create your own hud class and register the hud element: gHud.AddHudElement() + set HUD_ACTIVE flag + add it into the .Init() & VidInit() lists.Base your class off of some stabndard hud elem class then you'll get a pretty good idea of what it's supposed to look like
Posted 6 months ago2023-11-09 00:03:47 UTC
in Gauss jump on singleplayer Post #348003
You can make it server-cvar controlled if you wish though
Posted 6 months ago2023-11-08 23:49:53 UTC
in trigger_changelevel @ c1a1d Post #348002
Hello everyone! I'm currently working on implementing proper level transitioning for Half-Life while in Multiplayer mode.
One funny or annoying thing that I found is that the trigger changelevel on c1a1d for some reason prompts the game to changelevel to c1a1c? Is there anyone here who has any idea as to what's going on?My code simply replaces changelevel2 with changelevel and sets the player position according to the landmark offsets..
Any input appreciated thanks