Every want to make your own Half-Life Mod but never could find all of the right tools, or tutorials or even the models and prefabs you wanted to make it? Now you can in this small (about 350 mb or more) kit. This kit has every thing you need to make a simple or advance mod. The newest version contains modeling tools, reskining tools, texture making tools, map making tools, and much more. Also it updates every once in a while with new programs, models, tutorials, etc that I find around. The next version is even going to have custom dlls (engines) that you can use if your not a good coder, these will feature some new weapons, monsters, pickups etc. If you want to make a Half-Life mod you should really try this. If you do like it please review it and leave a comment, it is appreciated. It is very important to note though that I did not make most of this stuff, I mainly made the tutorials and coded the new dll, all the other stuff is made by truly remarkable people and they deserve the credit. Check out halflifemoddingkit.weebly.com for update news and more. NEW: I am slowly uploading the tutorials to halflifemoddingkit.weebly.com they are in a better format here and the code is color coded

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CS Style USP : Client Side

Client Side Coding Tutorial

In the Client Workspace open the ev_hldm.cpp and paste this under ( not inside ) the EV_FireGlock2 function:

//======================
//	    USP START
//======================
enum usp_e {
	USP_IDLE1 = 0,
	USP_SHOOT1,
	USP_SHOOT2,
	USP_SHOOT3,
	USP_SHOOT_EMPTY,
	USP_RELOAD,
	USP_DRAW,
	USP_ADD_SILENCER,
	USP_IDLE1_U,
	USP_SHOOT1_U,
	USP_SHOOT2_U,
	USP_SHOOT3_U,
	USP_SHOOT_EMPTY_U,
	USP_RELOAD_U,
	USP_DRAW_U,
	USP_DETACH_SILENCER
};

void EV_FireUsp1( event_args_t *args )
{
	int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;
	int empty;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	
	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	empty = args->bparam1;
	AngleVectors( angles, forward, right, up );

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell

	if ( EV_IsLocal( idx ) )
	{
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? USP_SHOOT_EMPTY : gEngfuncs.pfnRandomLong ( USP_SHOOT1 , USP_SHOOT2 );

		V_PunchAxis( 0, -2.0 );
	}

	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );

	EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); 

	switch ( gEngfuncs.pfnRandomLong ( 0, 1 ))
	{
	case 0:
		gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/usp1.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
		break;
	case 1:
		gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/usp2.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
		break;
	}
	EV_GetGunPosition( args, vecSrc, origin );
	
	VectorCopy( forward, vecAiming );

	EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2, 0, 0.1, 0 );
}

void EV_FireUsp2( event_args_t *args )
{
	int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;
	int empty;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	
	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	empty = args->bparam1;
	AngleVectors( angles, forward, right, up );

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell

	if ( EV_IsLocal( idx ) )
	{
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? USP_SHOOT_EMPTY_U : gEngfuncs.pfnRandomLong ( USP_SHOOT1_U , USP_SHOOT2_U );

		V_PunchAxis( 0, -2.0 );
	}

	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );

	EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); 


		gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/usp_unsil-1.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );


	EV_GetGunPosition( args, vecSrc, origin );
	
	VectorCopy( forward, vecAiming );

	EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2, 0, 0.1, 0 );
}
//======================
//	   USP END
//======================


The other stuff that i missed out can be completed by yourself.
CS Style USP : Server Side ( Repost )

CS Style USP : Server Side ( Repost )

Server Side Coding Tutorial

Accidentaly deleted the previous tutorial. I have reposted it with a few tweaks

Wider Spread with Movement

Wider Spread with Movement

Server Side Coding Tutorial

Well.. its has been a long time since I have posted a tutorial. Hope it helps!

IRON SIGHT EXTRA: CREATE YOUR OWN IRON SIGHT

IRON SIGHT EXTRA: CREATE YOUR OWN IRON SIGHT

Weapons Modelling Tutorial 4 comments

Read the summary of Server Side Coding. PLACEHOLDER

IRON SIGHT PART 2: CLIENT SIDE

IRON SIGHT PART 2: CLIENT SIDE

Client Side Coding Tutorial

Just read the summary of server side coding. PLACEHOLDER TEXT

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Comments  (0 - 10 of 81)
GonzamarKK
GonzamarKK

i cannot do better than ****** modding, this kit is powerful

Reply Good karma Bad karma+1 vote
GonzamarKK
GonzamarKK

it's cool!

thanks i'm making a ****** mod

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Aryaryan
Aryaryan

I want to know how to make custom monster plz

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Guest
Guest

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cd5ssmffan
cd5ssmffan

I may be missing something but how do you compile the mod properly?

filecopy contains this:

p4 edit %~f2
copy %1 %~f2

this doesn't actually do anything

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employee426
employee426

I would like to get into modding and have literally no experience unless you count loving half life and all the mods around it experience. Would this be the right way to get into it?

Reply Good karma Bad karma+2 votes
badsniper365 Creator
badsniper365

I think it’s a good way to get started and that’s why I made it. I started out the same way loving half life but no clue how to mod, what I would do is start with basic map making first and work your way to better mapping and possibly coding, modeling and other modifications

Reply Good karma+3 votes
Crestfall69
Crestfall69

I accidentally double posted.

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Crestfall69
Crestfall69

h t t p s : / / g a m e b a n a n a . c o m / t o o l s / 6 2 3 6

Reply Good karma Bad karma+1 vote
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Highest Rated (2 agree) 10/10

Great Idea for helping the kids!

Jun 4 2016 by G.P.A

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