Aw, nice. I got side-tracked re-playing SW:KotOR I & II, and when I come back to reality, this is here. :)
Aw, nice. I got side-tracked re-playing SW:KotOR I & II, and when I come back to reality, this is here. :)
Ah, ok. I was thinking something was up, 'cause I looked at all the entities and couldn't see how the door was opening back up afterwards. This helps a lot, thank you.
I did look, but my final conclusion is that I either can't find part of the coding, or the door MUST be name "trap-door" which would be a pain because it would mean editing a whole set of entities in my map because I already used that target name elsewhere long ago. I'll look again using the entity list to see if I missed something.
Ah, that explains him dying when I die. Is there any way to make him "target on death"; I'd like to make it so that the exit only appears if you defeat him. Oh, but then he would also target the entity when the player fails, because it will cause the boss to die too... Hm, I will have to think of another way.
What exactly does the 'trigger_bossarea' do? Like, does it cause an action on the Gargantua's death, or does it just define the area of the boss room?
Ok, and also, will there be more boss types in the future? Like Gonarchs, or maybe you could use Nihilanth's enemy coding and up-scale a Controller model 3x-5x? Perhaps call him the "Hivemind" or "Unimind".
Ok, the first draft of my boss room is nearing completion, but I haven't actually killed him in-game yet, and so I must ask; Does killing the Gargantua end the level?
I just found a discrepancy while editing my map. The BDef.fgd does not contain a 'monster_pantagruel' entity. I noticed when I entered my cave and there was a huge blue Garg staring me down instead of the usual smaller green one. I fixed it by editing the 'monster_gargantua' entity name to be 'monster_pantagruel'. Just thought you might want to know.
Yeah that the biggest problem. All weapons in Base Defense ues the 'Player' models as a reference. That's the way the tripmine has always worked in half-life, and not having a proper 'w_tripmine.mdl' has beed a drag. That's why my mines at the buy points look like crap. I had to use a stand in. But I found a model for the SMG online. It uses the original MP5 low-poly model, but re-textures it a little to have a few more details. Fits the bill nicely.
Ok, sweet that solves my problem, I can leave it and let it count the waves. I finally fixed that pesky tripmine model, and I was wondering; what did you name the SMG in the model files? The '9mmAR.mdl' seems to point to the M4 (wall guns are incorrect in my map).
Just thought of a second question; is the wave-spawn 'multi-manager' no longer necessary?
Oooooh! Thank you, that was the only mystery plaguing me. At first I was concerned that it would take a lot of work to convert my map over to the new version, but it all looks pretty straight forward. Mainly I have to design a boss room beyond the portal in the Xen temple. But then, that was always the plan... ;D
Ok, So I got a Steam Half-Life Installation, I've ported all my files over, slapped Hammer around until it understood, and finally sat down to look at that Tomb.rmf Tutorial Map. I understand all of it, love all the little changes to the entities (not to mention having proper entities), but I have one question. What do the bits of 'info_intermission' coding do?
Dude, played 3 times, changed the Jukebox, got Rick Rolled. You got me, bro.
To Blue_Dust: I'm American, I got you, bro.
What I Eat:
I smell you around the corner,
ripe and ready for eating.
In the gutter you will soon be bleeding,
I am your only mourner.
You are what I eat.
So much flesh, so much meat.
With my hands your skull I will beat,
leave your carcass in the street.
My arms are aimed at your side,
they rip your limbs from your body.
Relish the pain in which you writhe,
for you have fed something rotting.
You are what I eat.
So much flesh, so much meat.
With my hands your skull I will beat,
leave your carcass in the street.
Disembowel you with a knife,
a smorgasbord of organs against the wall.
No one hears cares about your plight,
we just ate your family at the mall.
You are what I eat.
So much flesh, so much meat.
With my hands your skull I will beat,
leave your carcass in the street.
Alright, that's what I thought, just wanted to be sure not to get the wrong copy.
See now that's what I'm talking about. The Half-Life series is 75% off here too. Just to be sure, it's for Half-Life original edition; no upgrades have been made to bring it to Half-Life: Source, right?
Very nice, lots of mappers have been asking for this, and it's exactly how I learned. I haven't went back to work yet because, after this many years, my HL installation is kind of a joke. I need to make a fresh one, but using those discs on Windows 10...it's a nightmare. I'm considering just buying the Steam Copy in order to continue.
Holy hell! Wasn't expecting this today. Cheers Mates!
Damn, that looks way more modern.
It almost looks like you painted it.
Oh right, I forgot that player stats would affect damage output for all weapons.
I was comparing to v.1650 too, and I'm not good with weapon names so I just called the separated Grenade Launcher "M203". But damn, if you're not counting the knife as one of the added weapons, then that still leaves 3 surprises! And "Quick Knife" is cool, means you don't have to switch weapons; like a 3rd attack option no matter what weapon you have out. Are there any gem-based spells (maybe called "Brutality") that increase the player's melee damage for a short time?
Wha!? So wait, you can buy an MP5 with auto/burst alternate fire, can get the M203 by itself, AND an M4 with attached M203!? I've got to hand it to you; you've gone beyond anything I would of hoped for. So we're looking at, like, 4 new weapons? (Combat Knife, M4, M203, and the Flamethrower)
Dude, this is so freakin' cool! I wanted to do something similar for a long time. I assume this means that the MP5 no longer features a "noob tube"? Will you be changing the model for the MP5 to something different, like perhaps the M4? The color trails are great, and anyone who doesn't like them could just set their color to white or gray.
Yes, the new inventory screen has eight slots that you can use to just collect items while hunting for those specific parts to the set you're looking for. No more gambling by throwing away your current item.
Woah, that's way better. 'Cause yeah previously I could only get things the happen on wave beginnings using the method I was. This will make things way easier. Thanks a bundle!
I used a 'game_counter' with the name "multimanager" so that it would count once per wave, and set it to trigger after it had counted 30. Kind of a cheap work around, but it works...with the old system. Don't know if that will still work with the new one though.
Perfect! That's exactly what I had in mind. Gaining access to the rechargers in my map is solely based on surviving waves; there is no way to unlock them early. This keeps the players from abusing them, since they're meant to be a reward for surviving for the first 30 waves. Though that number may change depending on how difficult the new version is. You know how testing goes. :)
Totally, the red triangles flashing on-screen were meant to be a way of warning the player, but the original HL didn't really utilize them well. And thank you so much once again. In my map, if you survive 30 waves, two secret chambers open with health and armor chargers (except they're giant goblets of magic liquid), and the mana-refill liquid doesn't work.
Biomechannibal
Andrew joined
My favorite games are Diablo (I, & II), Half-Life, Homeworld, Resident Evil (Up Until 4), and The Legend of Zelda. I map for Half-Life in my spare time.