Search found 76 matches

by Hell_Soldier
Sat Sep 10, 2005 8:11 pm
Forum: Mapping
Topic: Fog on Floor
Replies: 3
Views: 183

Fog on Floor

some problems with maps that using fog is that the floor turns to the same color of the fog (usualy gray) as u look East or West.

i found a way to solve this issue.

the same problem with the fog happend to me with my last map, and i found out that if i take the huge brush i was using for the floor ...
by Hell_Soldier
Wed Sep 07, 2005 4:23 pm
Forum: Mapping
Topic: Speaker using vis_leafgroups - tltrude tut
Replies: 6
Views: 282

ok i fixed the problem.

heres the ubersound code i used:
//
//UBERSOUND file

settiki none

aliascache team_snd sound/music/Amb_team1.mp3 soundparms 3.0 0.0 1.0 0.0 600 10000 auto loaded maps "dm moh obj train"
aliascache zero_snd sound/music/Amb_zero1.mp3 soundparms 3.0 0.0 1.0 0.0 600 10000 auto ...
by Hell_Soldier
Tue Sep 06, 2005 2:56 pm
Forum: Mapping
Topic: Speaker using vis_leafgroups - tltrude tut
Replies: 6
Views: 282

the things u suggested didnt worked, even tried taking off the 'wait' command.

its Spearhead, not Mohaa.

by the way, do u know any radio entities i can use?
by Hell_Soldier
Tue Sep 06, 2005 12:31 pm
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

there was 'main' at the top, i just posted the script from the prespawn to this forum.

so i guess it was the loadout.

thx alot
by Hell_Soldier
Tue Sep 06, 2005 12:29 pm
Forum: Mapping
Topic: Speaker using vis_leafgroups - tltrude tut
Replies: 6
Views: 282

i copied the start_sounds thread from the tutorial readme and it alreayd includes the 'wait 1' command.

maybe i need a ubersound file like in the ubersound workaround tut?

// HIDDENVALLEY
// ARCHITECTURE: Hell_Soldier
// SCRIPTING: Hell_Soldier

main:

// set scoreboard messages
setcvar "g ...
by Hell_Soldier
Tue Sep 06, 2005 10:04 am
Forum: Mapping
Topic: Speaker using vis_leafgroups - tltrude tut
Replies: 6
Views: 282

Speaker using vis_leafgroups - tltrude tut

i made a speaker inside a building and covered everything else with vis_leafgroup.

when i load the map the speaker doesnt work, but if i type 'restart' in console it starts working.

so what i am asking is why does the speaker only starts working after a restart?
by Hell_Soldier
Tue Sep 06, 2005 9:19 am
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

its works!!! YAY!!!
thx alot tltrude.

for future reference what was the problem? too many info_player_start? or the loadout script? or what is something else?
by Hell_Soldier
Mon Sep 05, 2005 4:48 pm
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

not really, the only custom file in my main or mainta folder at the moment is my map. i moved every other file using Tatakai Custom File Mover.
so it cant be a mod.

my map is FFA\TDM gametype and i use info_player_axis, info_player_allied, info_player_start and info_player_deathmatch entities as ...
by Hell_Soldier
Mon Sep 05, 2005 3:13 pm
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

what is the max health value i can give the truck?

P.S.
still need an answer for that restart problem.
by Hell_Soldier
Mon Sep 05, 2005 3:11 pm
Forum: Mapping
Topic: Custom Textures going wild
Replies: 15
Views: 400

in the editor the texture fits the brush!!! (i used Ctrl + F)
but when i compile the map through the VIS stage it comes out tiled like in the picture.

when it happend i started thinking, what was the last thing i changed that could cause this problem?

well, the last thing i changed was creating ...
by Hell_Soldier
Sun Sep 04, 2005 9:04 pm
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

1) what if i set health to 0? does it make it invulnerable?

2) what about the restart problem i mentioned in the 1st post to this thread, can it be fixed?

3) i use 2 push triggers to push the projectiles, the 1st trigger pushes projectiles up towards the 2nd trigger that pushes them forward.

the ...
by Hell_Soldier
Sun Sep 04, 2005 2:32 pm
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

another question:
i got a push trigger that prints a message "human rocket" when its been triggered.

my clan want to be able to throw nades into the push trigger.

i know how to do that, ill just check the projectile box at the entities manager.

is it possible to tell the trigger to print a ...
by Hell_Soldier
Sun Sep 04, 2005 11:55 am
Forum: Mapping
Topic: moving truck invulnerable and restart no wepaons
Replies: 12
Views: 364

moving truck invulnerable and restart no wepaons

1) i want to make my moving truck invulnerable, is it possible?

2) when i restart the map (TDM) player's weapons disappear until u die again, or when u change team.
how can i correct this?
by Hell_Soldier
Thu Sep 01, 2005 3:07 pm
Forum: Mapping
Topic: Custom Textures going wild
Replies: 15
Views: 400

i said that everything is fine and i fixed the problem.

i believe the problem was barrels made from func_group (patch meshes)
by Hell_Soldier
Thu Sep 01, 2005 10:35 am
Forum: Mapping
Topic: Custom Textures going wild
Replies: 15
Views: 400

i noticed the problem happend after i added barrels with patch meshes, after i recreated the barrels with normal brushes it came out fine.