The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Replay the Black Mesa in a whole new way. Play as Dr. Eli Vance, with a giant arsenal of weapons, versus huge varieties of enemies, with fantastic graphics.

Report RSS MERRY CHRISTMAS!!!

What's in store for the holidays, and some questions are asked during this news page!

Posted by on


HELLO, EVERYBODY!!! AND MERRY CHRISTMAS!!! AND A HAPPY, AND JOLLY, NEW YEAR!!!


What do YOU get for christmas?

Well, you get BARNEY CALHOUN!!! COMING SOON!!! Modelling right now.

Also, Whipps, a replacement for the cut Mr. Friendly, now with a total makeover, looking cool, strong, but....slow.


During the past...what was it? 15 days? Anyways, during the days that this mod's been in existence on moddb, I've made several models, including the pitdrone, Shockroach, Shocktrooper, Houndeye, bullsquid, 5 / 7 of the planned headcrabs, and now, Barney and Whipps. Enjoy!!!


BUT IF YOU WANT MORE, I NEED SOMEONE TO ANSWER SOME OF THESE QUESTIONS:

  1. Can ANYONE give me the following models, converted to Half-Life 1 models, for reference?
    • Antlion Guard
    • Antlion Soldier
    • Antlion Worker
    • Combine Advisor
    • Combine Gunship
    • Combine Overwatch
    • Combine Metrocop
    • Combine Overwatch elite
    • Combine Dropship

    And anything else from Half-Life 2...mainly for modelling reference.

  2. Can anyone tell me how to make submodels and skins in 3ds Max Models?
  3. How do you make a bone structure in 3ds Max Models?

CODING PROBLEMS:
I'm trying to code a keypad, and I'm using an ALERT as an example. But it won't say the code. Here's my code:

cpp code:
//=========================================================
// Keypad
//=========================================================

#include  "extdll.h"
#include  "util.h"
#include  "cbase.h"
#include  "monsters.h"
#include  "schedule.h"
//=====================
// Monsters Class Definition
//=====================

class CModelKeypad : public CBaseMonster
{
public:
 
  virtual void  KeyValue( KeyValueData *pkvd );
  void Spawn( void );
  void Precache( void );
  void DefaultTouch ( void );

  int m_code;
  int m_target;
};

LINK_ENTITY_TO_CLASS( item_keypad, CModelKeypad );

//=========================================================
// Spawn
//=========================================================
void CModelKeypad :: Spawn()
{
  Precache( );
  if (pev->model != NULL) {
    SET_MODEL( ENT(pev), STRING(pev->model) );
  }
  else {
    SET_MODEL(ENT(pev), "models/civ_stand.mdl");
  }
  ALERT(at_console, "CODE IS: %s \n", m_code);
  pev->solid      = SOLID_SLIDEBOX;

  UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
}

//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================

void CModelKeypad :: Precache()
{
  if (pev->model != NULL) {
    PRECACHE_MODEL( (char *)STRING(pev->model) );
  }
  else {
    PRECACHE_MODEL("models/civ_stand.mdl");
  }
}
//=========================================================
// Define KeyValues ( Don't forget to use "  virtual void KeyValue( KeyValueData *pkvd );"  )
//=========================================================
void CModelKeypad::KeyValue( KeyValueData *pkvd )
{
  if (FStrEq(pkvd->szKeyName, "code"))
  {
    m_code = ALLOC_STRING( pkvd->szValue );
    pkvd->fHandled = TRUE;
  }
  else if (FStrEq(pkvd->szKeyName, "target"))
  {
    m_target = ALLOC_STRING( pkvd->szValue );
    pkvd->fHandled = TRUE;
  }
  else
  {
    CBaseEntity::KeyValue( pkvd );
  }
}
//=========================================================
// Touched by Player
//=========================================================
void CModelKeypad :: DefaultTouch()
{
  ALERT( at_console, "TOUCHED!!! CODE IS: %s \n", m_code);
}
 

And here's my code for the FGD:

text code:
@PointClass studio() = item_keypad : "Keypad"
[
  model(studio) : "Choose a replacement model" : "models/massn.mdl"
  target(string) : "Activate this when keycode entered"
  code(integer) : "KeyCode to activate (4 digits)" : 0000
]

In the console, it just says "CODE IS:" without the rest of the code!!! Where's my faulty code? I NEED HELP :(.

Thanks in Advance!
And thanks to SysOp for giving me some help!!


Another thing, VERY Important:

Mod of the Year Awards

Vote us to be Mod OF THE YEAR



HypernovA has come a LONG way in only 12 days.

Agreed, it's only a few days, but it's become a child to some. It won't be released for a LONG time, but encourage us. MORALE! WE NEED MOAR!!!

Alot of people actually favor this mod over all others. Why don't you? VOTE for HypernovA!!!

Post comment Comments
PinheiroIllness99
PinheiroIllness99 - - 380 comments

my xmas was **** :( lol
anyway, can't wait for more updates

Reply Good karma Bad karma+1 vote
KarimIO Author
KarimIO - - 2,317 comments

Sorry, man! Good luck for the new year.

I'll update as soon as I finish barney.

Reply Good karma+1 vote
KarimIO Author
KarimIO - - 2,317 comments

Thanks alot!!! Merry christmas! :D

Reply Good karma+1 vote
KarimIO Author
KarimIO - - 2,317 comments

Forgot to say that the civ_stand model is temporary. And also, how do you make it so the object uses the "USE" key?

Anyways, I'm waiting for an answer. Till then, I'm gonna code my platformer :D

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: