Tactical intervention looks fun:
Search found 381 matches
- Wed Jan 14, 2015 7:44 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
- Mon Dec 22, 2014 3:12 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Decompile this I'd say: http://steamcommunity.com/sharedfiles/f ... =350293526
- Thu Nov 27, 2014 5:38 pm
- Forum: Map Making and Game Modding
- Topic: Crossposting from Sven about trigger_changevalue
- Replies: 7
- Views: 5743
Re: Crossposting from Sven about trigger_changevalue
It's been so long U_U
I can only imagine the pain that lots of mappers went trough then... I remember some climb maps with lock combinations to secret rooms, once unlocked they played music, moved things, triggered lights etc. Sounded like decent I/O back then =o
I can only imagine the pain that lots of mappers went trough then... I remember some climb maps with lock combinations to secret rooms, once unlocked they played music, moved things, triggered lights etc. Sounded like decent I/O back then =o
- Thu Nov 27, 2014 3:17 am
- Forum: Map Making and Game Modding
- Topic: Crossposting from Sven about trigger_changevalue
- Replies: 7
- Views: 5743
Re: Crossposting from Sven about trigger_changevalue
I can't really find information on in I/O of goldsource oddly enough, but Source has a OnEndTouchAll property for trigger_multiple. If that's present in the map, make a giant trigger that spans across the map, and have it act on when nobody is touching it anymore.
- Wed Nov 26, 2014 3:57 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Did you rotate the car? For some stupid reason, the thruster direction is not rotated or relative to the car; if you rotate the car itself in the editor, you'll have to redo all the thruster directions; hence I put in a few vehicles that faced different directions.
- Sun Nov 23, 2014 3:29 pm
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
You have the ability to do so already.. I don't see what it would add if I were to make dozens of vehicles and give that to people. I did my part, but it seems nobody really wants vehicle maps.
- Sat Nov 22, 2014 8:05 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
The map was basically a big square, why not just make an all new map with the same theme? Cause I like to make custom gameplay, not maps. Too perfectionistic and uninspired to come up with anything I'd be satisfied with myself. If you disapprove, then sure, I wont bother; I was just hoping to spark...
- Fri Nov 21, 2014 10:02 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
I'll take the lead and port over demolition_derby2 over to CS:GO, let NIPPER decide if he wants it on the joe.to server or anywhere else for that matter, as I wont release his maps by myself.
- Sun Nov 16, 2014 4:03 pm
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Too much silence in this thread.
- Mon Nov 10, 2014 4:46 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
One of the issues I ran into in my little test map was that my second car wouldn't move the player with it, like I was stuck in place and was remote controlling the second car. Make sure the player is being parented to the car/button and it's movetype is being set to '2' (and undo that upon exit). ...
- Sun Nov 09, 2014 6:13 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Not difficult at all, especially if NIPPER has the orig files for it 9/10 car maps I wanted to port over were his, so I didn't want to touch those.
- Fri Oct 31, 2014 6:32 am
- Forum: Map Making and Game Modding
- Topic: Skyrim Pizza - Hearthfire Edition - Release
- Replies: 4
- Views: 1699
Re: Skyrim Pizza - Hearthfire Edition - Release
much realism, very texture
- Wed Oct 29, 2014 5:43 pm
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Sweet .
FYI you can also parent rotating stuff and doors to them; make a working forklift if you want etc.
I'll see if I can fix the dead controlling issue if you're planning on re(re)leasing maps. Motivation is key I guess. Good to see you messing with it!
FYI you can also parent rotating stuff and doors to them; make a working forklift if you want etc.
I'll see if I can fix the dead controlling issue if you're planning on re(re)leasing maps. Motivation is key I guess. Good to see you messing with it!
- Wed Oct 29, 2014 7:36 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Cool.
I just found out Vscript has the ability to detect if a certain/any player is using his microphone or not. Scream powered cars anyone?
I just found out Vscript has the ability to detect if a certain/any player is using his microphone or not. Scream powered cars anyone?
- Mon Oct 27, 2014 11:55 am
- Forum: Counter-Strike
- Topic: [CS:GO] func_vehicle progress
- Replies: 171
- Views: 24519
Re: [CS:GO] func_vehicle progress
Can we see some NIPPER prototypes already? As for developing, I always refrain from using server sided plugins as you should be able to play maps I make offline, on lans, etc. in my opinion. Plus, Vscript can actually achieve quite a bit, the biggest advantage I've seen so far is that server plugins...