Half Life Mapping Quiz Created 17 years ago2006-09-16 07:57:03 UTC by Habboi Habboi

Created 17 years ago2006-09-16 07:57:03 UTC by Habboi Habboi

Posted 17 years ago2006-09-16 07:57:03 UTC Post #196621
Well I noticed this place is getting dull so I thought of a thread that might add interest...

Picture this: One person posts a hammer question and the first person to say how to do it gets to think of a new one so for instance I could say:

"How do you make a certain area like lava damage you?"

And you would reply with:

"You make a brush, cover it in trigger, go to Tools, click tie to entity, choose trigger_hurt and specify damage and damage type etc."

I'll start:

I think I'll start with HL1 and the next person can choose what game whether it be HL2, TFC, OP4 etc...

HL1: How do you make an NPC say something like "Why do we have to wear these ridiculous ties!"

Enjoy.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 08:28:34 UTC Post #196624
Surely it would make more sense to answer peoples queries in the mapping forums, unless the byproduct of this is a giant FAQ of doom people can refer to.

Anyway, I can create rediculously complicated scripted sequences, but I've never once made an NPC say anything!
Posted 17 years ago2006-09-16 08:57:48 UTC Post #196625
Just trying to spice up the forums with a sort of mapping quiz.
And the same goes for me, making them talk is hard :|
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 09:00:45 UTC Post #196626
Uhhh... extract the sound file from the FGD that says that, and use it as a env_ambience or w/e in a map? Ahh and trigger it to the npc in way of choosing.

I'm not sure how this whole thing works though.... and I don't have any questions right now...
Posted 17 years ago2006-09-16 09:19:14 UTC Post #196628
Open the sentences.txt in the pak file.
Search for the sentence you want by comparing it with the wav files.
Use that sentence name in a scripted_sentence entity. Add an exclamation mark "!" before the sentence name.
Posted 17 years ago2006-09-16 09:19:57 UTC Post #196629
And the sound files are in the pak, not the FGD.

So, how do you make a moving, controllable train in HL?
Posted 17 years ago2006-09-16 09:29:32 UTC Post #196631
wow Great thread idea you got here Habboi. :D

So whats the next question?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-09-16 10:49:48 UTC Post #196640
"You make a brush, cover it in trigger, go to Tools, click tie to entity, choose trigger_hurt and specify damage and damage type etc."
Or make a func_water and set the type of liquid to "lava" :D

I've nevr made a controllable train in HL before, only vehicles in cs :( . I can't answer that question.
Posted 17 years ago2006-09-16 11:15:54 UTC Post #196651
Right well Kasperg got it right but he didn't say a question so Caboose asked the next one.

"How do you make a moving, controllable train in HL?"
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 11:34:21 UTC Post #196652
And the sound files are in the pak, not the FGD.
I bought Half-Life through steam, so I don't even HAVE a pak file. All my sound, model, gfx, ect. files are in the FGD.
Posted 17 years ago2006-09-16 11:41:47 UTC Post #196653
You mean the gfc.
Posted 17 years ago2006-09-16 11:49:21 UTC Post #196654
LOL, keep just stick to the questions insted of arguing in what file the sounds are stored :P Let's just say that i have all the sounds, you ask me to fart them out when ever you here them in the game, it's an entity called trigger_tosse_fart...

And about that train. I only made cars and boats controllable in CS... But i guess you make a train, put a train control entity and ...a path?

Or you could make a train that you aren't on, with a bunch of different paths to follow and you have buttons to push (in a control room or something) and those buttons change's the trains path?
Posted 17 years ago2006-09-16 12:04:44 UTC Post #196655
Yeah, pretty much. Just use a func_tracktrain, func_tankcontrols and some path_corners.

Hmmm, I answered my own question. I'll let someone else come up with the next one :)
Posted 17 years ago2006-09-16 13:06:35 UTC Post #196659
Tosse your turn.

By the way people say they don't have questions but you can say something simple or you could say how do you make a cutscene where a car crashes into a pillar causing a building to fall in mass explosions with Gman laughing maniacally.

I find this thread helps people learn and show their knowledge but the best bit is adding to that knowledge.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 13:28:35 UTC Post #196660
Hmm... ok, i'll think something you here...

Ok, here it goes: Jumpingpads! Like those used in banko_arena and unrealtournament. How do you make those? And i want two answers, how do you make one that shoots you up in the air whithout jumping from (just walk over it). and how do you make one that you have to jump from. ?
Posted 17 years ago2006-09-16 13:39:20 UTC Post #196663
er.. I'm not entirely sure what you're talking about, but if you mean what i think you mean, this is how:

Create your pad. Over the pad, add a trigger_push with an upwards direction.. that's it actually..

To have to jump, make it higher than the player?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-16 13:58:44 UTC Post #196664
That is basically what I'd say but I thought I'd let someone else answer...If someone could back his answer up...I'm not so sure myself.

So far really interesting, my knowledge increased by one.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 14:02:59 UTC Post #196665
Yeah, I'll take Hunter's answer for $100.
Posted 17 years ago2006-09-16 15:02:31 UTC Post #196666
I agree, hunters answer was a bit too basic. A more advanced anyone?
Posted 17 years ago2006-09-16 15:04:16 UTC Post #196667
Right well I'm trying to keep this active so I PM'd Hunter...But he wont be on I assume for a while so he can post after the next one etc...

I'll start a new one:

Game: OP4

"Do you remember that bit where you fall into a Xen type room inside the facility and you see this light sprite that flies and leaves a trail...? How do you make that exact sprite fly from one point to the next and leave a small trail?"

This will get the brains thinking ;)

Edit Sorry didn't see above post: Answer both people.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 16:35:17 UTC Post #196676
Opfor has a special entity called- Sprite_Train

My turn, my turn:

Who do i lik3 opn hmmr!!!111! :confused: :zonked: : :| :( :nervous: :tired: :cry: :roll:

Ok, ok just kidding:

How can I make a minimod/mod with stuff that replace the original game's stuff. Placing a file(.wav for example) in the mod folder(<modfolder>/sounds...) with the same name doesn't work.
Posted 17 years ago2006-09-16 16:38:02 UTC Post #196677
In your liblist.gam you have to set the "gamedir" to the name of your mod folder. Then all the sounds, models, etc. should work.
Posted 17 years ago2006-09-16 16:50:32 UTC Post #196679
You mean the gfc.
Sorry, I'm good at mixing those two up. :P
Posted 17 years ago2006-09-16 16:52:53 UTC Post #196680
I'm still using WON Half-Life, so I have the pak. Steam is the evil. :badass:
Posted 17 years ago2006-09-16 16:56:12 UTC Post #196681
I started buying Half-Life games in Febuary, so... yeah. And where's your question???
Posted 17 years ago2006-09-16 17:02:59 UTC Post #196684
FINE...

How do you achieve the effect that was used in the HL1 level "Apprehension", when you were being dragged by the grunts?
Posted 17 years ago2006-09-16 17:14:59 UTC Post #196688
a func_camera on a path looking at a func_train on a ziggzagging path behind you moving at the same speed as the grunts scripted to walk past you on either side

Question:
how do you setup a functioning monster_nihilanth?

by functioning I mean everything you see when you fight it at the end of Half-life, teleportation, attacks, recharges, etc.

the setup for the beam effects of its death need not be included, but the way to trigger events like that is.

have fun
Posted 17 years ago2006-09-16 17:26:54 UTC Post #196693
Wow, that's a good question. I've never seen anybody use the Nihilanth like that except for Valve.
Posted 17 years ago2006-09-16 17:29:50 UTC Post #196694
Maybe he's using something similar, with different models and such....
Posted 17 years ago2006-09-16 17:33:22 UTC Post #196695
I could always just decompile the map, but I'm way too lazy for that.
Posted 17 years ago2006-09-16 18:31:33 UTC Post #196699
nope, decompiling doesn't really work.

reading through the hard coding doesn't help much either.

and I got it accually working, same thing that valve had, cept I had 2 nihilanths kicking the players ass + gargs
Posted 17 years ago2006-09-16 18:35:23 UTC Post #196700
OUCHHHH!!!! Why?? That would be virtually impossible. unless you had LOTS of cover, and TONS of ammo.
Posted 17 years ago2006-09-16 18:36:57 UTC Post #196701
OK, well, I'm not going to explain it fully, because just the thought of it makes my head hurt (see for yourself).

The beams are all sprites that have their start entitys set to the Nihilanth, and the homing tele beams have their end entitys set on the player. In fact, theres literally over 100 env_beams all over the map that make up all the different effects, so I won't go into that. Here are the main ones:
User posted image
Also on that pic are alot of the env_ entitys such as the fade in/out and the shake when the fight is over, and most of the sounds triggered throughout the map.
User posted image
The crystals are set up with sprites, lights, and some other effects and are func_breakables that trigger a bunch of multi_managers so that once all the crystals are broken, the Nihilanth becomes killable.
User posted image
Those are the trigger_teleports and relays that are used when the Nihilanth hits you with the tele beam.
User posted image
The rechargers are trigger_hurts that have their values set in the negatives.
User posted image
Thats the platform you start the map on. The top layer is an autosave, the bottom is the breakable platform,and the outer ring triggers the break.

So, you start on the plat, it breaks, an env_sound of Nihilanth speaking is triggered, he begins to attack using the aformentioned env_beams and sprites, you destroy the crystals which makes Nihilanth succeptable to damage, and then shoot him until his head opens. Then, using the jumppads, which are multi_managers triggering all the sounds and other things that push you in the air, you shoot the boss's head, which is a hit box specified in the actual model. After he dies, a bunch of sprites, beams, sounds, etc. are triggered, and then a changelevel is triggered.

Note that this is a very basic explanation that leaves alot of things out. Maybe I'll submit a tut explaining it more fully.
Posted 17 years ago2006-09-16 18:40:44 UTC Post #196702
half right (you only had the effects part), you forgot ALL the core enties that get him to work as a monster, the ones that make him attack you, control his min and max height, recharge him, trigger the dieing sequence, etc

and im writing a tut (EDIT: and I just got around to submiting the tut proposal, something i've been meaning to get to for a while)
Posted 17 years ago2006-09-16 18:46:18 UTC Post #196704
Like I said, not everything was included.

Damn, I wanted to write that tut...Oh well.
Posted 17 years ago2006-09-16 19:13:12 UTC Post #196707
you forgot everything that answered the question and unique to the nihilanth :P
Posted 17 years ago2006-09-16 19:17:19 UTC Post #196709
everything you see when you fight it at the end of Half-life, teleportation, attacks, recharges, etc.
I answered that.
Posted 17 years ago2006-09-16 19:25:21 UTC Post #196711
you didn't, you just said that "there were these things you see, and beams come out of them"

the beams are SFX, they have nothing to do with the recharge

you also didn't say how to turn the nihilanth on, or how to set the teleport destinations, or the triggered entity at death etc

(Edit) I feel like im being mean now :(
Posted 17 years ago2006-09-16 19:36:23 UTC Post #196712
Oh well, we need another question.
Posted 17 years ago2006-09-16 19:37:37 UTC Post #196713
A bit :P

Garg make a new one. and those pictures...o_0
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 19:41:05 UTC Post #196715
what!

come on, guys, I asked it so you would investigate!
Posted 17 years ago2006-09-16 19:44:43 UTC Post #196719
Alright...Far too difficult for me ;(
Anyone else?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 19:51:46 UTC Post #196721
sigh ill give this 1 hour. not long in internet time.
Posted 17 years ago2006-09-16 20:02:24 UTC Post #196723
I've got it! You see, Valve made a deal with the Devil. He would give them the ability to create really cunfusing entity setups that nobody else could understand. In return, he would take most of their bruhwork skills away from them.

This theory explains why most of Half-Life looks like crap, but it's set up really well. It's also a long winded way of saying "I'm not even going to try".
Posted 17 years ago2006-09-16 20:07:01 UTC Post #196724
its under 10 entities :sarcastic:
Posted 17 years ago2006-09-16 20:11:04 UTC Post #196725
theres literally over 100 env_beams all over the map
10 entities?
Posted 17 years ago2006-09-16 20:30:40 UTC Post #196726
In your liblist.gam you have to set the "gamedir" to the name of your mod folder. Then all the sounds, models, etc. should work.
If I wouldn't done it the whole mod wouldn't work. The mod worked but the sounds didn't replace the original
Posted 17 years ago2006-09-16 20:52:59 UTC Post #196727
Hey, what about that advanced answer on the jumping pads? :nervous:
Posted 17 years ago2006-09-16 21:09:19 UTC Post #196729
how to turn the nihilanth on, or how to set the teleport destinations, or the triggered entity at death etc
I think thats what hes talking about, srry.

Elon, what sounds are you trying to replace?
Posted 17 years ago2006-09-16 21:33:52 UTC Post #196731
fine, hour has passed.

1) targets named n_min and n_max set the vertical motion
2) targets named n_recharger(x) aka n_recharger1 set the points from which the balls come from, I belive they need to have their state toggled to on by a auto or relay to work
3) N_die, or N_Death, or such is triggered when a nihilanth is killed.

there is one more, to turn the nihilanth on(so he accually attacks you instead of just floating, and those that trigger the SFX when the rechargers fire, but ill explain them in the tut.
You must be logged in to post a response.