I already gave to you the solution twice. Is up to you apply or not.LordDz wrote:I just think it could have been solved a lot easier with a flag to the police with "patrol" yes or not.
Post here your problems/questions with hammer. Post & Reply
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Re: Post here your problems/questions with hammer. Post & Re
Re: Post here your problems/questions with hammer. Post & Re
I will use it. It's just that if there would be a flag it would be easier.Maestro Fénix wrote:I already gave to you the solution twice. Is up to you apply or not.LordDz wrote:I just think it could have been solved a lot easier with a flag to the police with "patrol" yes or not.
Because with the goal_police way, I have to name every police differently, and create an entity for every police.
But no bad feelings.
Re: Post here your problems/questions with hammer. Post & Re
Hi.
I have seen several npcs with textures on various oc maps (for example the transparent garg on oc_starlight and the solid black fast zombie on oc_starlight). I was wondering how you apply textures to npcs.
Thanks.
I have seen several npcs with textures on various oc maps (for example the transparent garg on oc_starlight and the solid black fast zombie on oc_starlight). I was wondering how you apply textures to npcs.
Thanks.
~Umbrae~
Re: Post here your problems/questions with hammer. Post & Re
Those aren't texture changes, they're render color and opacity changes. For the fast zombies, they have their render color set to 0 0 0. The three values correspond to red, green and blue respectively, and are integers between the range of 0 - 255. The gargantuas have their render amount set to about 100, where 0 is invisible and 255 is fully opaque.
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
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Re: Post here your problems/questions with hammer. Post & Re
More info about FX Renders and color: https://developer.valvesoftware.com/wiki/Render_Modes
And here is an example about what you can do with those options: http://www.snarkpit.net/snarkpower/arti ... 2_monsters
And here is an example about what you can do with those options: http://www.snarkpit.net/snarkpower/arti ... 2_monsters
Re: Post here your problems/questions with hammer. Post & Re
Thanks so much.
This is definitely going to be an interesting map... saying it ever gets done/ released.
This is definitely going to be an interesting map... saying it ever gets done/ released.
~Umbrae~
Re: Post here your problems/questions with hammer. Post & Re
Does anyone know how to do the fade to black feature and then the fade back in feature? I am sure it is a really simple function, I am just overlooking something.
Thanks.
Thanks.
~Umbrae~
Re: Post here your problems/questions with hammer. Post & Re
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
Re: Post here your problems/questions with hammer. Post & Re
You'll need two env_fade entities to do that. One of them should have the "Fade From" flag ticked. Some good starting values on them for a smooth fade could be a duration of 1 second and a hold fade of .25.Umbrae wrote:Does anyone know how to do the fade to black feature and then the fade back in feature? I am sure it is a really simple function, I am just overlooking something.
Thanks.
[tab=135]Salt.
Re: Post here your problems/questions with hammer. Post & Re
Hi. It looks like I am back here again. Does anyone know if it is possible to create a knife swep using the OC weapon scripts? (Or for that matter any melee weapons.) I know it is possible to create bullet-based and grenade-based custom weapons, I am just not sure about melee.
Thanks.
Thanks.
~Umbrae~
Re: Post here your problems/questions with hammer. Post & Re
It's not possible yet, but may be added in the next release.
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
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Re: Post here your problems/questions with hammer. Post & Re
There is a posibility: "Embbeded Weapon": Make a v_ and w_ model of that melee weapon as a replacement of the crowbar, and pack it on the map. Of course, it will have the same stats of the crowbar (not at all, you can attack faster/slower depending of the fps animation), but is something.Umbrae wrote:Hi. It looks like I am back here again. Does anyone know if it is possible to create a knife swep using the OC weapon scripts? (Or for that matter any melee weapons.) I know it is possible to create bullet-based and grenade-based custom weapons, I am just not sure about melee.
Thanks.
Didn´t tried yet, but maybe the Hammer Scripted Weapon works too for the crowbar (it allowed me to get the HL1 crossbow and HL1 RPG, if it works, it could grant you a new icon and title on the HUD, as well as decide where do you put it).
Re: Post here your problems/questions with hammer. Post & Re
Hi again. I was wondering if it is possible to do a random math-based trigger. For example when a player triggers something there is a random chance of the outcome being good or bad. I know there are some logic/ math functions, but I am not very familiar with those, and I am not sure those work in the way that I would want them to work.
Thanks.
Thanks.
~Umbrae~
Re: Post here your problems/questions with hammer. Post & Re
For random events use a logic_case and put every event you wish to have possibly occur set on OnCase outputs. To note, it's unnecessary to put anything under class info other than the name of the logic_case itself. After you setup your cases in your logic_case output tab; use another entity to send a PickRandom input to the logic_case. You can use PickRandomShuffle if you plan on reusing the logic_case but don't want the possibility of having repeating events.Umbrae wrote:Hi again. I was wondering if it is possible to do a random math-based trigger. For example when a player triggers something there is a random chance of the outcome being good or bad. I know there are some logic/ math functions, but I am not very familiar with those, and I am not sure those work in the way that I would want them to work.
[tab=135]Salt.