some very noobish questions

some very noobish questions

Hammer Mapping — Page 1 2 3 4 5 [6] 7 8
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2008 Nov 27 at 23:40 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
SRAW said:
omg stop fucking around mate de vate and actually make a test map for elevators noob

omg what the fuck do you think I've been doing for like a week!?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Nov 28 at 04:07 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
hey guys, could I please send my map to someone so he can figure out what the hell is wrong with it, because I've spent the last two evenings doing that and still haven't figured out anything.
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Nov 29 at 02:38 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
hammermapping@yahoo.com
May contain traces of invisible text.
 
 
2008 Nov 29 at 02:56 PST
newbie

2008 May 25 • 144
mrglas@live.se
Not sure if I can help u, after all I'm pretty new at this but I got my elevator to work with buttons (inside and outside the elevator), glass windows, doors and several stops, so I can try :D
 
 
2008 Nov 29 at 03:27 PST — Ed. 2008 Nov 29 at 03:28 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
sent the .rmf file to both addresses.
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Nov 29 at 09:02 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
so has either of you looked at the map yet?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Nov 30 at 03:19 PST
newbie

2008 May 25 • 144
I shall now

 
 
2008 Nov 30 at 06:38 PST — Ed. 2008 Nov 30 at 10:56 PST
newbie

2008 May 25 • 144
I have look, changed and played it now. To make the buttons unpressable under the time the elevator moves u must make ur multi to trigger the buttons too. so the buttons trigger the multi and the multi triggers the other button and they're all unpressable that time u set the delay before trigger to :D
and make two buttonentities instead of one. one on the upper floor one on the lower.
 
 
2008 Nov 30 at 10:56 PST — Ed. 2008 Nov 30 at 10:59 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
I have look, changed and played it now. To make the buttons unpressable under the time the elevator moves u must make ur multi to trigger the buttons too. so the buttons trigger the multi and the multi triggers the other button and they're all unpressable that time u set the delay before trigger to :D
and make two buttonentities instead of one. one on the upper floor one on the lower.

so they can't all be one func_button?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Nov 30 at 11:59 PST
newbie

2008 May 25 • 144
but wasnt the problem that u could press the buttons when the elevator moved?
and didnt u had delay before trigger set?
then it shouldnt been a problem.
 
 
2008 Nov 30 at 13:00 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
but wasnt the problem that u could press the buttons when the elevator moved?
and didnt u had delay before trigger set?
then it shouldnt been a problem.

yeah I had that problem but then I 'solved' it by tying all the buttons into one func_button (so that when you pressed one, you actually pressed all of them) and it solved this problem but then for some reason I couldn't press the other buttons.

Anyway I'll do it your way, because your way works.

Though I still wonder why I couldn't press the buttons when they were all one func_button entity. eDan have you checked the map yet?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 1 at 06:18 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ok, back to the matter of the 3-floor elevator. I think I know a way to make all the 'skip floor' effects (so that if you press the button on the 3rd floor and the elevator is on the 1st floor, it won't stop on the 2nd floor), I just need you to tell me whether they will work or not.

So I make the path corners (for the elevator, not the doors) at the 1st floor, at the second floor and at the third floor and then the button on the third and first floor triggers a multi_manager that triggers the first path_corner with 0 delay (or 1 second - for the door to close) and then the second path_corner with e.g. 10 second delay (when the elevator gets to the second floor). The only problem is that I don't think I can make it so that the door wouldn't open on the second floor.

If this works, then I only have 2 problems left when the elevator is on the second floor:

When you press a button on the 3rd or 1st floor, it will first wait for 10 seconds (because of the delay) and only then will it start going up. Though this is not such a big problem.

The real problem is that I don't know how to make the elevator go up if you press one button and down if you press the other.
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 5 at 06:05 PST — Ed. 2008 Dec 5 at 11:03 PST
newbie

2008 May 25 • 144
I don't think you can make it so the elevator doesn't stop on the second floor because one path_corner can't have two "nextstop" and that's what you needed to get it to work
 
 
2008 Dec 5 at 08:02 PST — Ed. 2008 Dec 5 at 08:02 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
I don't think you can make it so the elevator doesn't stop on the second floor because one path_corner can't have two "nextstop" and that's what you needed to get it to work

I can however trigger the path_corner the moment the elevator comes to it.
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 5 at 08:10 PST
newbie

2008 May 25 • 144
Ok my bad :D

have u tried it out?
 
 
2008 Dec 5 at 08:17 PST — Ed. 2008 Dec 5 at 08:17 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
Ok my bad :D

have u tried it out?

nope, the computer on which I have VHE isn't working. Right now my dad is fixing it When it works I'll try it out.

however
newbie said:
I don't think you can make it so the elevator doesn't stop on the second floor because one path_corner can't have two "nextstop" and that's what you needed to get it to work

You have a point here. Because of this I don't know how I can make one button make the elevator go up and the other one to make it go down (on the second floor).

Do you think I could use the func_trackautochange for that?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 5 at 11:02 PST — Ed. 2008 Dec 5 at 11:09 PST
newbie

2008 May 25 • 144
could be it. Not used it yet so I don't have a clue. My elevator had just 2 stops so...

 
 
2008 Dec 5 at 15:21 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Mate de Vita said:
Killer-Duck said:
Mate de Vita said:

EDIT2:
I made a map and ran the bat file, it went into the game but when it started 'starting local game server' the game closed and I got this message:

Fatal Error
Mod_NumForName: C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.sp not found.

Yes, I'm sure the path is correct, I double-checked and I also tried the same in my valve folder and with muzzleflash2.spr and muzzleflash.spr.
And the .sp (instead of .spr) in the error is not a typo.

What entity are you trying to use and what did you write in its properties?

I'm trying to use func_tank (for the machinegun). I put the path (C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.spr) in the flash sprite box.

omg I fixed this error guys It only took reinstalling the Hammre for me to realize what was wrong. I hadn't put the paths in the Game Configuration and that's why it wasn't working. Now I did it and it works like a charm (except that I somehow completely missed the gun height or whatever it is, so now the muzzleflash appears about a foot above the actual machinegun barrel. And I made the gun about 2 times too large but otherwise it works like a charm)


Still
Quote:
Does anyone here know how the func_trackautochange works?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 6 at 11:35 PST — Ed. 2008 Dec 6 at 11:36 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
guys I've thought of something (yes, even that can happen).

How about if I make the button on the 2nd floor trigger a multi_manager which first triggers a trigger_changetarget (that changes the target of Stop2's next stop to Stop1) and then triggers the elevator? Could that work?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 6 at 11:49 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2008 Dec 6 at 13:53 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Down Rodeo said:
I'm not sure, this discussion lost me many posts back.

lol, no wonder. My essays probably aren't exactly helpful on catching up
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 6 at 13:58 PST — Ed. 2008 Dec 6 at 13:58 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Mate de Vita said:
guys I've thought of something (yes, even that can happen).

How about if I make the button on the 2nd floor trigger a multi_manager which first triggers a trigger_changetarget (that changes the target of Stop2's next stop to Stop1) and then triggers the elevator? Could that work?

goddamnit this doesn't work. I have no idea why, but it doesn't.

The func_trackautochange does even less because for some reason I can't get it to work only when triggered.
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 7 at 01:49 PST — Ed. 2008 Dec 7 at 01:49 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ok, I gave up on this whole multi-storey elevator thing.
Anyway, new question:
Can I use Wally to create a completely new texture or does it just give you the option of editing an already existing texture?
Also is there any Wally tutorial/guide/walkthrough which would explain how to use Wally?
...and that's the bottom line because Mate de Vita said so.
 
 
2008 Dec 9 at 08:14 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
WALLY.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
May contain traces of invisible text.
 
 
2008 Dec 9 at 08:45 PST — Ed. 2008 Dec 10 at 05:00 PST
Page 1 2 3 4 5 [6] 7 8