HL entitys in CS Created 18 years ago2005-11-27 02:40:16 UTC by J3r3my J3r3my

Created 18 years ago2005-11-27 02:40:16 UTC by J3r3my J3r3my

Posted 18 years ago2005-11-27 02:40:16 UTC Post #149378
How would I get entitys from HL into CS? Like adding an apache or an osprey to CS. I tried copying the info into from the HL to the CS .fgd but it doesnt show up on the list in hammer. What do I have to copy into the FGD? Or is there an FGD file with that stuff already in there?

And second would I have to include the model file with my map for it to run in CS or does it already have all the HL models?
Posted 18 years ago2005-11-27 04:09:11 UTC Post #149384
1. you can't
2. already has them
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-11-27 23:21:47 UTC Post #149526
Are you sure theres no way the get them in CS?
Posted 18 years ago2005-11-28 00:31:28 UTC Post #149528
for sure. unless you have monster mod or something
Posted 18 years ago2005-11-28 16:11:12 UTC Post #149619
You need to code a bit. You need to combine(not that I know how) between Hl.dll and cs.dll or what ever dll it is then you need to mix between the two FGD files so you could more easly map for the mod.
Posted 18 years ago2005-11-28 16:19:06 UTC Post #149621
Thats 100% impossible. The CS source code has not been released to the public, so its not possible to make changed to the mod.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-11-29 03:13:15 UTC Post #149697
Damn. All I wanted was a helo just sitting on a helipad with the blades spinning...nothing more.
Posted 18 years ago2005-11-29 04:13:08 UTC Post #149700
You can probably just use a cycler_sprite with the Sprite field set to the model path.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-11-29 04:25:28 UTC Post #149705
Thats 100% impossible. The CS source code has not been released to the public, so its not possible to make changed to the mod.
Reverse engineering, anyone? Oh well, that's a horrible job anyway. Using a cycler or cycler_sprite works for getting a model into the map, yep. I believe the helicopter from HL has an idle animation where the blades already rotate, so that would work just fine.
Posted 18 years ago2005-11-29 12:23:45 UTC Post #149747
That doesn't need coding at all. As everybody said, use cycler_sprite. If the helicopter isn't going to have AI then all you need to do is to place the model.(it only got one animation, and it's with the rotors spinning)
Posted 18 years ago2005-11-29 19:00:36 UTC Post #149789
Yep, sept i think you can walk through it then. if your players are goin to go near it you might consider clip brushing it.
Posted 18 years ago2005-11-30 16:14:54 UTC Post #149938
Just place a clip brush. But don't make it too complex,it will raise the number of your clipnodes. And for the rotors, a trigger_hurt.
Posted 18 years ago2005-12-01 02:43:23 UTC Post #150018
yes. I was going to suggest that.. but i was pretty sure the players are too short to jump into it lol
Posted 18 years ago2005-12-01 02:58:25 UTC Post #150019
so do i just type monster_apache into the sprite field?
Posted 18 years ago2005-12-01 03:30:36 UTC Post #150021
no, hunt down the model in the halflife.gcf and then export it. Move that into a "custom model folder" located in your cs/models and set the path to the model. Monster apache wont do it. Annd, add an ambient_generic to get the helicopted sound, you may have to export that too.
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-01 04:41:32 UTC Post #150026
i didnt even have to unpack it. All the model files are already in the cstrike folder in 1.5
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