Uplink burning vortigaunt sequence Created 17 years ago2007-04-06 14:30:20 UTC by trooperdx3117 trooperdx3117

Created 17 years ago2007-04-06 14:30:20 UTC by trooperdx3117 trooperdx3117

Posted 17 years ago2007-04-06 14:30:20 UTC Post #218241
In half life uplink you come to a part where you find vortigaunts being burnt in a pit and I was wondering how you do that also what does map not found on server mean because it has happened to me a few times and I dont know what it means
Posted 17 years ago2007-04-06 14:37:39 UTC Post #218243
For the burning vortigaunts you'll need an env_sprite with any fire sprite from hl, with it's render mode set to "Additive" for the fire, a trigger_hurt to burn the player, when he steps into it and an ambient_generic for the burning sound.

Map not found on server means, that the map you want to launch isn't in the mod's maps folder. If you're running your map directly from hammer - see, if it's configured correctly.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-06 16:08:40 UTC Post #218248
I have no problems with env_sprites or anything like that but I want to have the vortigaunts dead because the trigger_hurt either doesnt kill the vortigaunts or blows them into gibs
Posted 17 years ago2007-04-06 16:15:06 UTC Post #218249
Use an aiscripted_sequance and make them play the die animation with the lieve corpse ticked. Maybe add that idle animation just before, the one when the slaves grabs his collar, might look cool like he is suffering!

Use aiscript because it cannot be inturapted if the monster is shot. :)
Posted 17 years ago2007-04-06 16:18:37 UTC Post #218251
I did that but the monsters did the animation and the went back to standing in the middle of flames
Posted 17 years ago2007-04-06 16:35:19 UTC Post #218256
Just place some monster_alien_slaves in the trigger_hurt so that they die at map start. No scripting needed.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-04-07 07:09:21 UTC Post #218305
I already tried that but they either blew up into gibs or just stood there so what do suggest
Posted 17 years ago2007-04-07 07:11:21 UTC Post #218306
Then you're using the wrong damage type.

Use damage type BURN and Damage amount 100.

This is what i used in Uplink Extended, and it works.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-04-07 09:01:19 UTC Post #218311
It didnt work all im getting is gibs everywhere
Posted 17 years ago2007-04-07 11:33:09 UTC Post #218321
I've finished making the death sequence it involved both scripting and trigger_hurt but it worked so thanks for all your help also I dont want to bother starting a new topic so every time I use a monster_generic to have a dead osprey model it is always stuck in the ground no matter what height I put it at what do I do
Posted 17 years ago2007-04-07 18:09:15 UTC Post #218362
I did that but the monsters did the animation and the went back to standing in the middle of flames
Thats why there is the 'leave corpse' flag. After the animation is done the corpse is left lying. Remember, use aiscript, not the the regular one. :)
Posted 17 years ago2007-04-07 18:15:28 UTC Post #218363
Well I did it using using normal script and it worked fine leaving a body behind so I dont know what to say
Posted 17 years ago2007-04-07 18:20:57 UTC Post #218364
Try to shoot them while they die and you'll see why, the difrence is that regular scripts can be interupted by the player.
Posted 17 years ago2007-04-07 18:23:03 UTC Post #218365
Well they are dead before you come to them
Posted 17 years ago2007-04-08 04:23:54 UTC Post #218375
Just use a monster_furniture with the vortigaunt's model then.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 09:11:23 UTC Post #218384
Oh I thought you wanted them to walk into the flames then die...
Posted 17 years ago2007-04-09 09:29:00 UTC Post #218480
Im still getting the error map not found on server and the configuration setup is right but it only occurs when I put in some prefabs what do I do
Posted 17 years ago2007-04-10 01:26:19 UTC Post #218577
That doesn't make sense. Prefabs are just brushwork that's saved to a file, and then inserted into a map at your choosing. They aren't linked to Half-Life in any way, they're just part of Hammer. If you're using a custom one though, I suppose it could have something to do with an error in it. Check your compile log. It's possible that if something happened, your map might not have been copied to the Half-Life/valve/maps directory, although it usually presents you with an error box if that happens.
Posted 17 years ago2007-04-10 08:11:37 UTC Post #218586
Compile your map with the prefabs in it, then post the compile log here. There should be an error message in there, telling you what the problem is.
Posted 17 years ago2007-04-10 13:21:29 UTC Post #218610
** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer EditormapsTop PrefabsAPC2wh2apc.map" "C:SIERRAHalf-Lifevalvemapswh2apc.map"

** Executing...
** Command: C:PROGRA~1zhlthlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1zhlthlcsg.exe C:SIERRAHalf-Lifevalvemapswh2apc
Entering C:SIERRAHalf-Lifevalvemapswh2apc.map
Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
Error: mixed face contents
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1zhlthlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1zhlthlbsp.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1zhlthlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1zhlthlvis.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1zhlthlrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1zhlthlrad.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: -dev -console +map "wh2apc"

This is the compile log
Posted 17 years ago2007-04-10 14:25:28 UTC Post #218617
What do you mean a non-rotating entity
Posted 17 years ago2007-04-10 15:24:10 UTC Post #218622
You probably have a partially texture origin brush as part of the visible brush. Origin brush may only have the ORIGIN texture applied to it, on all side. If you also have another texture applied to one or more faces of that brush, you'll get that error.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-04-10 15:27:34 UTC Post #218624
Oh but then why do I get that error sometimes on a map that has no origin textures
Posted 17 years ago2007-04-10 15:48:53 UTC Post #218626
The same happends when using CLIP brushes. And perhaps it also happend with many other special textures such as HINT and SKIP.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-04-10 15:51:03 UTC Post #218627
Ive never used hint and skip before but I did what you said with origin textures on the map that has that compile log and it worked
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