Showing 1-20 of 1,958 entries
Mar 24, 2021 @ 7:01am
In topic [Hammer] Missing point entities
Originally posted by gandalf with an ak-47:
Sorry to revive a dead Diskussion but where do I See my fgd's, I don't have any point entities
Tools > Options
"Game Configurations" > "Game Data Files"
Dec 28, 2020 @ 12:34pm
In topic $staticprop help?
Originally posted by RainingNans_SFM:
Originally posted by Moltard:
They were compiled for prop_physic. That mean you can only use them as prop_physic or prop_dynamic_override.

prop_dynamic_override will not move, so it's the closest to what you want.
how to i tell what a model was compiled for?
when you are browsing a model in the model browser, you can see a tab called Info. that's where you will know what it was compiled for.

Also you might sometimes see a bug where it says Static and Physics, but if physics is checked, it wont work as static at all
Originally posted by BayEfeK:
Originally posted by Moltard:
Create a filter_activator_class.
Give it a name. I will name it FilterPlayer.
Entity Class to filter = player
Disallow Entity that Match the criteria

Create a trigger_multiple, around the whole area you want.
In the output tab:
OnStartTouch > !activator > SetDamageFilter > FilterPlayer > Delay=0
OnEndTouch > !activator > SetDamageFilter > > Delay=0

The player touch the trigger, he is unaffected by any damage coming from players (even himself). He leaves the trigger, he is no longer filtered.
I couldnt do this Moltard could you please help me
Well, every information is written, I can't do more.

Show screenshots of what you did (outputs, trigger properties, filter properties, etc..)
Dec 20, 2019 @ 11:56pm
In topic Hammer Editor - Teleporting and more
There should be a Keep Landmark angle parameter on the trigger teleport, use it.
Dec 11, 2019 @ 8:55am
In topic My fail attempts at mapping blog
...

why do you need to use Source SDK ?

there is hammer.exe in the bin folder of your game
Nov 8, 2019 @ 9:09am
In topic How to kill a player with Vscript?
Originally posted by GumPum:
Originally posted by Moltard:
Addoutput > health 0 indeed doesnt kill, but glitch player hud.

But you can simply do:
OnStarttouch > !activator > SetHealth > 0 > delay

No vscript or anything needed

Worked, thanks alot. Sadly doesn't work when people got godmode by the plugin. I think they must install an other plugin.
ye the plugin probably change the player 'mode' or something. I dont think you can do anything against it. Just tell them to not run that plugin for the map
Nov 7, 2019 @ 8:14pm
In topic How to kill a player with Vscript?
Addoutput > health 0 indeed doesnt kill, but glitch player hud.

But you can simply do:
OnStarttouch > !activator > SetHealth > 0 > delay

No vscript or anything needed
Oct 19, 2019 @ 2:15pm
In topic Ambient_generic does not work!
If your sound is a sound effect for the map ambient or something, use wav.
If your sound is a music, you should use mp3. And if you need to loop it anyway, you can have a logic_timer that play the sound again, with a refire time equal to the music length.
In that case, in the ambient generic flag, check "Dont Loop" and "Start Silent"
Sep 26, 2019 @ 11:22pm
In topic Vscript SetTeam
Spawnpoint and players are different entitites.

The classname of players is just:
player
You cannot make a dynamic message displaying the player name
Sep 17, 2019 @ 10:10pm
In topic help with math_counter
Csgo support vscript but tbh your system can be easily done with a math_counter + logic_case.

On the counter: OutValue > case > InValue.
The case has Case01 100
Case02 200
Etc..

So xhen the value is 100, it will trigger all outputs you put onCase01.
200 -> OnCase02
Etc.

So you could enable triggers to strip the player and give him the gun (game player equip and player_weaponstrip)
I would recommend getting the 1.3.23 version as it works in all games (except the newer csgo maps)
https://github.com/ata4/bspsrc/releases/download/v1.3.23/bspsrc_1.3.23.zip

For 1.3.22 here you go:
https://github.com/ata4/bspsrc/releases/download/v1.3.22/bspsrc_1.3.22.zip

Dont use 1.3.24 for maps, other than the newest csgo maps
Aug 30, 2019 @ 9:12am
In topic Is it possible to use multiple...
Originally posted by GumPum:
Originally posted by Moltard:
Csgo does have the skybox_swapper entity which can change the skybox on the fly. I doubt about the light environment but you could try adding multiple, giving them name by turning off smart edit and TurnOn/TurnOff when you need

thx for the answer. but is this entitiy client or serversidet? because i want to combine 2 maps with different skyboxes for every map. player in map a should see skybox a and player in map b should see skybox b and they are able to teleport between.

If all player spawn in map a and see skybox a and one goes into map b then it would bad if the skybox would change for ther other in map a aswell.
ah that's global.

but there is indeed a way for client sided skybox.

that would use the trick of changing the textureindex on a func_brush.

let's say the texture on the func_brush has multiple frame in the vtf. if you applied that texture on world brush in your map and then you change the textureindex of the func_brush with a env_texturetoggle, then the textureindex happens on every world brush that use that same texture. (it happens when the player render the func_brush)

So the same can be done with skybox.

By using custom skybox vtfs that contains multiple frame, you can achieve the same effect.

https://cdn.discordapp.com/attachments/400010305180008448/560845984817610772/skytest.zip

this bsp was done for css, but you can compile the vmf for csgo.

Aug 29, 2019 @ 11:47pm
In topic Is it possible to use multiple...
Csgo does have the skybox_swapper entity which can change the skybox on the fly. I doubt about the light environment but you could try adding multiple, giving them name by turning off smart edit and TurnOn/TurnOff when you need
Aug 28, 2019 @ 11:25am
In topic The texture of my custom model is Pink and Black
it can be complex for the games to have files in 2 different installation.

so im not too sure if I understood where you installed your files :p

Left 4 dead 2 is installed in C: or F: ?

You gotta stick to only one path for the game. in the gameinfo.txt in the left4dead2 folder you will see the loading paths
Aug 28, 2019 @ 1:38am
In topic The texture of my custom model is Pink and Black
Originally posted by Fox:
Hello

I put my model in models/props/letters.mdl and

i put my letters.vmt file in materials/models/props/letters.vmt

$cdmaterials "models\props"

VertexLitGeneric
{
"$basetexture" "models\props\letters"
}
.

So, your qc looks correct. The $cdmaterials too.
The model tries to load a specific vmt file, which he cannot find.

Usually it's the name of the material used in the 3d software.

You can check which files it is looking for by opening your compiled mdl in hlmv.exe located in the bin folder of your game.

Under the Model tab, at the bottom you will see 'Material used' with the name.
You would simply need to rename your vmt file to that name and it should show up with texture.


----

Anyway, isnt XSI tool a bit outdated ?

I also hope you use Crowbar to compile your model, it's the best software to do so.
Aug 20, 2019 @ 5:24pm
In topic Pretty much lost all my motivation.
You fell for the trick of answering Yes to that popup :(

Never click on yes when it says "1 invalid solid" at the map load. That completly destroy your vmf. Deleting all entities and other stuff

Always click No, the invallid brush will be removed and everything will be safe.

Consider making new version of the vmf often to not work on the same vmf for months
Default hl2 maps probably use it, decompile them and check
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

actually, the 'global entity name', if it's available for math counter

if it's not per default available, you might just be able to insert a globalname parameter by disabling smart edit
welp

the 'Master' parameter has no uses ?

I would assume it's to override the entity from another map with the one from the previous map, so it could work for math_counter.
Showing 1-20 of 1,958 entries