Adv Qs about Counter-Strike 1.6 Created 17 years ago2006-12-25 04:57:29 UTC by Noobish UMP45 Noobish UMP45

Created 17 years ago2006-12-25 04:57:29 UTC by Noobish UMP45 Noobish UMP45

Posted 17 years ago2006-12-25 04:57:29 UTC Post #207463
Okay, I'm mapping only for Counter-Strike 1.6 using HAMMER, and I was wondering if anyone knows for sure the answers and HOW-TOs on these things:

1) Can you import MOBS into Counter-Strike 1.6 (ie. Zombies / Marines). If you can, please give a brief explenation.

2) Some maps use Teleport ... is there a good way to prevent players from stacking up and getting stuck IN eachother?

3) Is there a way to make an object Rotate on an ANGULAR axis, and not the X or Y axis only. (yes... I tried putting in angular Origin brushes, but that doesn't work)

4) Lets say you have a hellicopter with rotating blades and a ladder. Is there anyway to make ALL of that stuff move together, or can you only move the hellicopter itself (no rotate /ladder entities) using the TRAIN entity?

Thanks, if anyone can answer these questions.

Here's a sample screenshot of my current project:
http://i147.photobucket.com/albums/r306/noobish_ump45/bigbertha_06.jpg
Posted 17 years ago2006-12-25 05:08:05 UTC Post #207465
1) no.

2) not sure, but I'd guess no.

3) I'm almost positive this is a no.

4) You can't have them move together. For the blade though, you could use an animated texture instead.
Posted 17 years ago2006-12-25 07:36:36 UTC Post #207467
1) Nope

2) If you'd use a complex multisource/trigger setup - I'm sure, that it's possible.

3) No.

4) You can have the blades as a func_train, if the helicopter's not player-controllable.
Otherwise - do as srry said.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-12-25 14:31:02 UTC Post #207486
Forgot this Q...

5) Can you make a Sound move with an entity_train ???
Posted 17 years ago2006-12-25 20:02:12 UTC Post #207525
he clearly pointed out that he's mapping for CS 1.6. why would he use spirit?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-12-25 20:05:50 UTC Post #207526
for 2), I guess you could have two teleporters ontop eachother with different destinations. One being turned off when a player enters it, and the other one activated. The first one gets activated and the second one deactivated when the player who entered it leaves the destination area.
ChickenFist ChickenFist<Witty Title>
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