map problems Created 19 years ago2005-06-29 08:07:13 UTC by Weeman Weeman

Created 19 years ago2005-06-29 08:07:13 UTC by Weeman Weeman

Posted 19 years ago2005-06-29 08:07:13 UTC Post #117674
I placed a map in the map vault because i have a script problem.I need to bring a scientist from the 1rst floor to open a secret door on the ground floor,but he will not move :zonked: If anyone can take a look and tell me what the problem is i'll apreciate it .The map is called "casa in lucru"
Posted 19 years ago2005-06-29 10:50:06 UTC Post #117701
are there any info_nodes for him to follow? Is it scripted_sequence or aiscripted_sequence?

If not ill download it and help :P
38_98 38_98Lord
Posted 19 years ago2005-06-29 13:27:36 UTC Post #117731
It doesn't matter if it's script or aiscript! The aiscripts just ignores the AI! And if you use scripts you want need nodes for you will make the monster go there anyway! Nodes are pathes that the monster uses to nevigete by him self! :lol:
Posted 19 years ago2005-07-01 02:19:36 UTC Post #118002
Posted 19 years ago2005-07-01 06:30:42 UTC Post #118047
There are info_nodes scrips are correct, I would apreciate if someone would download and take a look at it.(the scientist is the one on the top floor , he's alone in an office, and he's supose to go to the vending mashine next to the door) please help me :(
Posted 19 years ago2005-07-01 10:23:03 UTC Post #118084
(points to sevenths map) path corners then. Besides, which of your two casa in lucra are we meant to download?
38_98 38_98Lord
Posted 19 years ago2005-07-02 15:28:09 UTC Post #118246
If you're presently using scripts, have you actually selected "Move to position: walk"?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-06 09:09:47 UTC Post #119055
Any of the "casa in lucru" i made a mistake uploading it :zonked: so it got there twice, as for the scripts , they are made corectly, they are not the only scripts in the map , they are the only ones that do not work :zonked:
Posted 19 years ago2005-07-07 06:09:57 UTC Post #119338
Yariv , My Friend , Spell Paths Properly , Or i'll Have to Send you to the Fourth Class! (I'm in the fifth)
Instant Mix Instant MixTitle commitment issues
Posted 19 years ago2005-07-08 09:10:30 UTC Post #119657
Sorry about that :confused: .If anyone has fixed the problem, update the map or tell me what the problem is.

A new question: :nuts: how can I get a scientist to repeat an action over and over again(ex. to stay and keep pondering)? :
Posted 19 years ago2005-07-08 09:31:17 UTC Post #119661
Easy. Just enter the script's name in the target field and set repeat rate to... 2? Check the flag "repeatable" and "no interruptions" and you're set! :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-08 09:37:49 UTC Post #119662
Dude, tel me the name of the scientist that doesn't do the script correctly, coz theres like 20 of them in ur map! :o
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-08 09:55:50 UTC Post #119667
it's the one that is alone in his office on the top floor(the one with the bosslike office ), and he's supose to go to the vending mashine on the ground floor, the one next to the door
Posted 19 years ago2005-07-08 10:08:22 UTC Post #119668
Ok, I'll see wht i could do... ;)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-08 10:50:11 UTC Post #119682
Ok, I didn't figure out, how to make the boss go to the door, but i did try making another guy walk to it. And it worked. I placed 1 scientist at the top floor, near the stairs and he walked to the door and opened it. Maybe you should investigate the info_nodes in ur map a lil bit more? :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 06:50:20 UTC Post #120431
thanks a lot! :D .

new question.. how do I get a scientist to stay put after the script is done, because i tried to mimic a mirror, and after the script is complete ,he moves, or if he is itrerupted he finishes the script and then he moves..... : help!
Posted 19 years ago2005-07-12 06:56:04 UTC Post #120433
Mmmmm...once did it by mistake when I ticked the 'no interaptions' flag! :)
Posted 19 years ago2005-07-12 06:58:10 UTC Post #120434
how do i freeze the scientist from taking any actin :roll:
Posted 19 years ago2005-07-12 07:50:46 UTC Post #120441
Posted 19 years ago2005-07-12 08:38:21 UTC Post #120443
Posted 19 years ago2005-07-12 09:10:06 UTC Post #120446
Stop with your stupid spirit it can be done with the no interaption flag! Grrrrrrr :x
Posted 19 years ago2005-07-12 10:31:52 UTC Post #120447
Just make another script, which has the "idle1" animation for the "action animation" and the "idle animation" properties, and select the "repeatable" and the "no interruptions" flag. In the "target" property, write the script's name, and in the "delay before trigger" property - write somethin like 2 or 3...
And walla! You'll have a script which targets itself, thus making it repeat. If you'll want to end it, just kill the script... :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 10:37:50 UTC Post #120448
Idle animation is an animation that repeates it self till the script is turned off so you don't need to make it target itself! :P
Posted 19 years ago2005-07-12 11:14:45 UTC Post #120449
Whatever... :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-14 09:03:04 UTC Post #120764
About the idle animation.....why won't some scripts in the idle animation,(ex: i tried to put pondering in idle animation and it did nothing)?
Also the repeat ms function does not work(i set it to values between 2-99)and it did not repeat!!!!! :x it did the sript once and then stopt(the repeteable was tikct) :
Posted 19 years ago2005-07-14 09:31:58 UTC Post #120772
pondering is a regular animation it can't be lopped! Try using an animation that is idle.(search in the model viewer) Many of them end(or start) with lop,idle or wait! :)
Posted 19 years ago2005-07-14 11:15:36 UTC Post #120795
i think script entitys alow you to choose which frame to start and end at (or is that spirit?)
38_98 38_98Lord
Posted 19 years ago2005-07-14 11:26:56 UTC Post #120801
I think spirit for it's not scripts! Mmmm...never tried using both action animation and idle maybe it can be done with this! :|
Posted 19 years ago2005-07-14 11:42:25 UTC Post #120804
I did this in a map i did. it's easy! This is how i did it...

You talk to a sci and tell him to follow you. You bring him to an elevator where and the floor and the floor of the elevator are side-to-side and form and perfectly smooth surface. If there any alterations, the sci will not follow you onto the elevator. push a button and it takes both of you down. The bottom floor should be smooth like the top. Toggle the sci and have him follow you to your secret or whatever.

if you want your sci to move on his own, give him a path and some ents to use the elevator, but the key-trick is the smoothness of the floors. there can't be any gap or edge, otherwise he'll be a dumbass and stop.
Rimrook RimrookSince 2003
Posted 19 years ago2005-07-19 06:06:59 UTC Post #121972
dude, i am talking about stairs, i cannot use an elevator for 1 floor!!!!!!

anyway i have a few questions: 1.I whant to create the folowing scene:
Barney stays in standing_idle,when i get close he must go to an elevator ,call it ,board it, and then push a button to make the elevator start.Here's the problem:BARNEY!!!!.If i use the"standing_idle" he will not move when the elevatorbutton sequence is triggerd.If i use "relaxstand", he will perform it one and then go back the "idle1,2,3"...

2.can anyone give me a short tut on how to create a fadeout, a screen shake, and how to select the sounds i am using for ambient?
Posted 19 years ago2005-07-19 07:29:51 UTC Post #121982
You need to turn off the first idle script starting another! And chack my example map! The burny is pushing a fake button(he can't realy push you know) and before the end everything fades out! As for the shake you will need an Env_shake!
First give it a name(of course) :lol: In the Amplitude write a number between 0-16,this means how strong the shake will be! It the '0.1 = jerk, 255.0 = rumble' value write a number between 0.1-255, this is the frequency between evry movment of the screen! In the Duration(seconds) value write the time that the quake will last! And in the Effect Radius write the number of units till the end of the area the entity will effect! Now target the entity and the screen will shake! :glad:

Ohh I didn't notice the last quastion! Okey,first you will need wally! :) Now that you have downloaded it open the pak file(in this case pak0.pak) and now you will see mant folders in it! The ones that I remamber are models(contains Hl's models),gfx(in it you will find env that contains the skys and shell it not for mapping but for modding so I want tell you),sprites(contains all the sprites) and sounds(contains all the sounds)! Open the sounds folder and in it you will find meny folders choose one of them! Now choose the .wav you want and now for the ambient! Write the directory of that sound in the pak,in the 'wav's name' value. :biggrin: Example: sound/ambience/bees1 (I'm not sure thats the real name so don't use that directory) ;) And here you go!
Posted 19 years ago2005-07-22 04:57:08 UTC Post #122634
Ok all is clear , except the sound part. :nervous: so let's take it step by step, see if i get it right..in the sound/ambience/ i must give the target where my sound is?.
But if i whant to add a cd_audio (sound track)? :
Also i got some awsome weapons and sounds ,but i can't get them to work.I renamed my sounds like the ones in the pak file (hks1,2,3.wav; clipin/out;reload1,2,3 etc.)when i ru the map with this sounds they do not work..all the sounds that where replaced do not work,i do not hear anything :cry: plaese help me
Posted 19 years ago2005-07-22 05:22:54 UTC Post #122645
In the 'wav name' value what did you write?(or what is written in there) Well to use costum/extructed(use wally to exturct them but it's a little bit more complicated to use them later) sounds you will need to put them in valve/sounds/... :) Then when you search for them through hammer(near the 'wav name' value you will see a '...' button) When you choose the sounds from that directory it will be the same as they were in the pak! :D
Posted 19 years ago2005-07-22 05:29:39 UTC Post #122646
coool got it , now how about the weaponsounds :biggrin:
Posted 19 years ago2005-07-22 08:09:11 UTC Post #122659
Mmmm..same but do you mean that you want to change a weapon's sound? : Well put your new sound in the same directory as the old one(valve/sounds/weapons) and give it the same name as the old one! That way I think the game will use this sound insted of the old one! :glad:
Posted 19 years ago2005-07-22 08:35:46 UTC Post #122666
Are they in the right format (11 025kHz, 8-bit PCM mono)?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-25 09:21:08 UTC Post #123406
duno the sounds came with the weapons but when i renamed them and overwrite'em they just didn't work...... :cry:
Posted 19 years ago2005-07-25 09:33:56 UTC Post #123410
also I have a problem with some sounds ingame..... i setup a mmanager and asigned some sounds to trick the player that he is in a elevator, but when the manager triggers the elevator move sound it does not stop when another sound is triggerd.
i would upload the map but temporary i get "the page cannot be displayed :aggrieved: , i will continue to try
Posted 19 years ago2005-07-25 10:14:13 UTC Post #123421
The sound won't stop, just because another sound was triggered. Just trigger the elevator sound again, when you want it to stop. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-25 10:49:06 UTC Post #123424
Tick the 'not lopped' flag! :)
Posted 19 years ago2005-07-25 10:53:35 UTC Post #123425
Ohhh...it's sepposed to be lopped! Well then make the multi_manager trigger two trigger_relays one will turn the sound on(in the 'trigger state' value choose off) and the other off(in the 'trigger state' value choose off)! :cool:
Posted 19 years ago2005-07-25 12:05:24 UTC Post #123443
thanks again
:glad:
Posted 19 years ago2005-07-25 13:54:46 UTC Post #123484
Elon, you don't need trigger_relays to turn a sound off... You can easily turn it off just by triggering it again... :
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-25 13:55:53 UTC Post #123485
I know but I just wanted to give it a try! :)
Posted 19 years ago2005-07-28 04:54:03 UTC Post #124034
dude is anyone bored and would like to give me a hand?
Here's the stuff: i do not have a lot of imagination and i need to create a tram scene like in half life but a bit shorter.Sadly my computer broke and i lost the guide map so i can not post it so you can edit it...... :nervous: ,if anyone can make something i would apreciate it ....... :) ,olso ideas would be great :glad: thanks
Posted 19 years ago2005-07-28 05:23:02 UTC Post #124052
Do you want me to Email you a nice train like in the start? If so then send me a message with your Email! :)
Posted 19 years ago2005-07-28 05:32:22 UTC Post #124055
Posted 19 years ago2005-07-28 05:33:57 UTC Post #124058
Do you want it to be in an .OL file or a .RMF :
Posted 19 years ago2005-07-28 05:36:47 UTC Post #124060
Hammer rmf please :biggrin:
Posted 19 years ago2005-07-28 05:39:31 UTC Post #124061
Do you have ZHLT.wad : it comes with zoner half-life compiling tools! If you have it then I'll use some textures from there! ;)
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