Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: Mappers, ask your questions here :) Fri Oct 22, 2010 3:26 pm
I have a question about a certain Output: What's the Retail equivalent of the leak NewEnemy output?
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: Mappers, ask your questions here :) Sun Oct 24, 2010 2:41 pm
How do I convert a prop_physics_override into a prop_physics with inputs and outputs?
Jenkins
Posts : 789 Age : 37 Location : One of the moons of Omercron Percieye 8 Join date : 2010-05-09
Subject: Re: Mappers, ask your questions here :) Thu Nov 04, 2010 5:50 pm
The Dude wrote:
I have a question about a certain Output: What's the Retail equivalent of the leak NewEnemy output?
For what entity?
The Dude wrote:
How do I convert a prop_physics_override into a prop_physics with inputs and outputs?
Not possible sorry... you should use prop_physics_override to begin with... that's the only way you can set the health of an object
Also about the sniper thing, it's best to decompile Valve's maps for that chapter and open the VMFs in hammer and discover for yourself how it was done.
That is the way i learnt the majority of the things i know about mapping, by looking and i mean really going over Valve's maps with a fine tooth comb and discovering their signature smoke and mirrors way of achieving things.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: Mappers, ask your questions here :) Thu Nov 04, 2010 8:41 pm
Alright, thanks.
As for the NewEnemy output, it's for one of the combine brush missle launcher entities.
Emild00d Internet Fungus
Posts : 613 Location : Not here Join date : 2010-07-27
Subject: Re: Mappers, ask your questions here :) Mon Mar 21, 2011 3:14 am
I'm lazy, so I'll quote myself from SPUF:
Quote :
Hepp!
Got inspired to make a small, "Escape-The-Room"-styled map, but the dynamic and static props won't load in the map. I've checked if there are any leaks in the map, and I can confirm that there are none. The physics-props appear, so that's a start. But what could I possibly do wrong?
In beforehand, thanks.
I need help with this.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: Mappers, ask your questions here :) Sun Apr 10, 2011 3:25 pm
Alright, I got another problem that needs fixing.
I'm trying to make a swinging light, and I have it set to a blue color. However, whenever I load up the map it turns red, for some reason. Then, when I shoot the light, it becomes blue again. Anyone know how I can make it blue from the start?
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: Mappers, ask your questions here :) Sat Jun 11, 2011 8:31 am
Hopefully this will be helpful, but I've tried every shootable func_tank variation and here's my assessment:
func_tank: Plain and simple, different ammo types, has its own prefab; or you can just use the one from d2_coast_12 (Which is better IMO).
func_tankairboatgun: Pretty much the same, just with different effects than the func_tank.
func_tankapcrocket: Missiles shoot upwards and away when used, requires node graphs. A good substitute for npc_launcher if one so wishes to replace it.
func_tanklaser: Couldn't be used at all in game, very static, requires a bit of scripting to properly use, not very good for controllable turrets.
func_tankmortar: Shoots the ion beam from the pre-nexus levels. Would make a good effect of using a satellite to shoot down hostiles.
func_tank_combine_cannon: Doesn't work for NPCs or the player, possibly the Autogun from EP2, requires scripts to use properly, not recommended for turrets.
func_tankpulselaser: A brush that shoots lasers like bullets, a good substitute for the func_tanklaser. Does not light NPCs on fire.
func_tankrocket: Fully useable as a controllable turret, shoots rockets.
Hope this helps.
Edit: When firing a func_tankpulselaser, you'll see that the console is asking for certain sound effects missing from the HL2 .gcf. These missing sounds can be found in the leak.
Sven
Posts : 483 Age : 32 Location : Hibernation Join date : 2009-09-30
Subject: Re: Mappers, ask your questions here :) Sun Jan 15, 2012 3:24 pm
Opinions?
someone3333 Lieutenant Dick Sponge
Posts : 1015 Join date : 2009-10-17
Subject: Re: Mappers, ask your questions here :) Sun Jan 15, 2012 6:20 pm
I think the third picture is a little too bright. To me it doesn't fit the atmosphere for the first 2 pictures.
Sven
Posts : 483 Age : 32 Location : Hibernation Join date : 2009-09-30
Subject: Re: Mappers, ask your questions here :) Tue Jan 17, 2012 1:01 pm
What the hell are the Citadel's fog settings!?
Inquisitor Doomlord Inquisitor of the Ordo Malleus
Posts : 4068 Age : 32 Location : On the battlefield. Join date : 2009-09-26
Subject: Re: Mappers, ask your questions here :) Tue Jan 17, 2012 2:54 pm
Some seriously fucked up shit. Last time I touched that map I made everything dark