questions? Created 17 years ago2006-09-07 17:19:47 UTC by LCP LCP

Created 17 years ago2006-09-07 17:19:47 UTC by LCP LCP

Posted 17 years ago2006-09-07 17:19:47 UTC Post #195909
im am a map learner and i have a couple of questions that i would like to know :)

1. i have seen some maps have monsters interact with each other an example is a grunt picking up a scientist trowing him and then shooting him and also in a map i saw a scientist pick up a paper and put it on the wall

2.the other is how do they make those messages pop up like the pods exploded or stuff like that

3. how do monsters talk like in the scientist and the guy who was hiding in a garvage

More will come soon thanks....
Posted 17 years ago2006-09-08 17:07:31 UTC Post #195992
1. Scripted sequences, lots of them and placed with great care.
You shouldn't start with advenced scripting like that before knowing the basics.
However I'll give you a few advices about scripts-
  • When making a script/aiscript target something it will trigger it when the script is done, this can be very usefull.
  • When you want to make a monster switch between animations, like making a zombie eat a corpse and when you get close to it get up, you must first turn off(trigger it again) the first script then after 0.1 seconds trigger the second script.
Don't make the delay between the scripts lower then 0.1 or else it'll cause problems. I know it sounds silly, but trust me. The script normally searches for the monster every 0.1 seconds. If the delay is lower then the last script will still be oporational and the new script wont work. It'll wait for another 0.1 seconds untill it will be able to work properly. This extra delay results in the zombie first zapping to it's feet then back to the first position and only then stand up slowly like in the animation.
It'll look nasty, I promise.

2. Game_text

3. Scripted_sentence
It's a very trouble making entity. Many time scientist wont talk for no good reason but if I change the monster the script targets and the sentence it uses it works perfectly.
Posted 17 years ago2006-09-09 09:53:10 UTC Post #196051
wow thanks for the info! :D

scripts? wow i have to learn a LOT first

and in the 3.

does the sound must be saved allready in the game?

sorry for this question im still learning whats a script? :nervous:
Posted 17 years ago2006-09-09 10:27:59 UTC Post #196054
All the .wav files can be found in the mod directory/sound folder. If you have steam then they are found in the gcf file. All sentences are listed in the sentence.txt(also in the mod directory) read TWHL's tutorial if you want to know how to use sentences from the sentence.txt.

The sentence text can also be used in an env_speaker to make announcments like in Hl1.
Posted 17 years ago2006-09-09 10:56:22 UTC Post #196056
arrg the gcf file :/

i saw the scripts tutorial and i im learning wow it is complex :aghast: i have to try thing out well and learn the multimanager good :roll: hmm well i have to start somewhere
scripts are actions am i right?
Posted 17 years ago2006-09-20 19:29:38 UTC Post #197081
i have more questions now!

1.how you make things that spin and rotate
2. how are conveyor belts made
3.how do you make a thing that fills up with water when you push a button
4. how do you trigger for you to respawn in a different place that you started

thanks if you can answer this
Posted 17 years ago2006-09-20 19:39:26 UTC Post #197082
1. http://twhl.co.za/tutorial.php?id=3 <- evreything you need to know about func_rotating
2. Make a brush into a func_conveyor to make a conveyor belt. If you want it to scroll you have to use a texture with "scroll" in the name. You also have to set which direction it scrolls yourself, rotate the texture with the texture app. tool until the yellow line points to where you want it to scroll.
3. Water works the same way as doors. Trigger it and it should move like a door.
4. I don't understand your question, sorry.
Posted 17 years ago2006-09-20 19:40:13 UTC Post #197083
Nevermind. :)
Posted 17 years ago2006-09-20 20:48:05 UTC Post #197089
4. I'm not sure how to answer it, but to worldcraft dude, I think he means, "How do you make the player spawn at a different spawn point, and not the one he orignally spawned at."
Posted 17 years ago2006-09-20 20:51:49 UTC Post #197090
??? Put more player spawns in :
Posted 17 years ago2006-09-21 02:52:55 UTC Post #197098
put a teleport under the 1st spawn point and make the destination where you want the 2nd.
Make sure the teleport has a "master" setting (like "tele_master")
Make a multi_source and name it "tele_master")

Trigger the multi_source with something to make the teleport start working

Adding more spawn points doesns't give you control over which ones you spawn at each time. (might be wrong as I don't map much mp)
Posted 17 years ago2006-09-23 11:37:36 UTC Post #197305
you all nice people thanks!
Posted 17 years ago2006-09-23 15:19:02 UTC Post #197312
Yeah wc dude, u should've known that!
Posted 17 years ago2006-09-25 18:55:24 UTC Post #197596
ive brought 1 more
in some maps people put textures (or im not sure if its decals)that are not in any wad how is this done
Posted 17 years ago2006-10-04 16:13:51 UTC Post #198510
anyone know thw answer
Posted 17 years ago2006-10-04 16:15:46 UTC Post #198511
they are wadincluded.
They are in .wads, but are compressed in the .bsp during the compile process.

Add -wadinclude <wadname> to the compile parameters.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-13 15:46:52 UTC Post #199586
will it ask for it if i run the game
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