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Re: Post here your problems/questions with hammer. Post & Re

Posted: Mon Mar 11, 2013 5:58 am
by Xenire
Maestro Fénix wrote:We have any entity which triggers an output depending on the skill level (for example, another player joins and the skill level goes to 3, then, idk, make spawn a npc, or a player leaves and the skill goes to 1, then, make something).?
There is no way to have things happen based on the skill level, but you can alter the multipliers for the difficulty settings such as the amount of damage enemies deal through commands. You could do something based on the player count as Gary said but that's about as good as it gets.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Mon Mar 11, 2013 4:54 pm
by MaestraFénix
Gary wrote:You can count the amount of players: http://wiki.obsidianconflict.net/?title ... yer_branch

Just use that to set up difficult levels.
But that would force me have a inmense trigger on all the map.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Mon Mar 11, 2013 7:39 pm
by Shana
Info_player_deathmatch:
OnPlayerSpawn | Logic_Player_Branch | Test

Re: Post here your problems/questions with hammer. Post & Re

Posted: Mon Mar 11, 2013 8:22 pm
by MaestraFénix
W0rf0x wrote:Info_player_deathmatch:
OnPlayerSpawn | Logic_Player_Branch | Test
That is just what i was looking for.

Is a shame that the I/O thing doesn´t allow you to do conditionals or another logical structures outside of loopings and "strict" if-else on some entities.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Tue Mar 12, 2013 5:57 pm
by Lucky9Two
My biggest question about hammer:

Who the hell is the guy on the 'obsolete' sprite?

Re: Post here your problems/questions with hammer. Post & Re

Posted: Tue Mar 12, 2013 6:17 pm
by MaestraFénix
JVanover92 wrote:My biggest question about hammer:

Who the hell is the guy on the 'obsolete' sprite?
It appears on Hammer 3.4 also, so, it must be someone at VALVe, or maybe even the own creator of Wolfcraft.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sun Mar 17, 2013 12:43 am
by Umbrae
Does anyone know how to make civilians killable? I tried playing around with the damage filter, but that didn't seem to work. I know it is possible, because I have seen some maps with this feature.

Thanks.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sun Mar 17, 2013 10:58 am
by MaestraFénix
Umbrae wrote:Does anyone know how to make civilians killable? I tried playing around with the damage filter, but that didn't seem to work. I know it is possible, because I have seen some maps with this feature.

Thanks.
ai_relationship set to hate?

Re: Post here your problems/questions with hammer. Post & Re

Posted: Mon Mar 18, 2013 11:29 pm
by Umbrae
I don't necessarily want them to hate the player. Right now I am wondering if it is possible to have non-aggressive citizens, that just kind of walk around and do their thing, but the player can kill them.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Fri Mar 29, 2013 9:17 pm
by Umbrae
Ok so I am still trying to figure out how to make civilians killable but not aggressive. So far I have tried damage filters, and I tried to set the player to hate the npc, but that just seems to break hammer. Any suggestions/ advice? I am kind of stuck on this one.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Mar 30, 2013 8:18 am
by Shana
Make Sure "Reciprocal" is set to yes. I just did a test with those settings and it worked:
Image

Also, make sure to give the relationship the "ApplyRelationship" input every time a new player spawns or that new player won't be hated by the citizen and can't damage them either. I would use "OnPlayerSpawn" on info_player_deathmatch to do so.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Mar 30, 2013 12:15 pm
by MaestraFénix
W0rf0x wrote:Also, make sure to give the relationship the "ApplyRelationship" input every time a new player spawns or that new player won't be hated by the citizen and can't damage them either. I would use "OnPlayerSpawn" on info_player_deathmatch to do so.
This was the data that i was looking for. Had a problem with an entity, and i semi-fixed it, but i forgot the effect of this output. Thanks again f0x <3 .

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Apr 03, 2013 4:46 pm
by SANICADVENTURE2
I have a lightmap glitch when I compile the map (full vvis/vrad and HDR), I think it is related with lightmaps because it only appears on surfaces with the lightmap scale at 4.

Screenshot here.

Image

Does anyone know what's wrong or how to fix?

PS: That stupid imageshitshack degraded image quality and the glitches are harder to see on the screenshot. Sorry for this.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Apr 03, 2013 7:06 pm
by MaestraFénix
I have a similar issue, although fortunately is small and most of the times gets ignored.

The only thing that i can think is check the angle settings of the light_enviorement, along with seeing if you set everything to the grid.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Apr 03, 2013 8:30 pm
by cementiet
Heya, i got a slight problem with a ''train'' that is suposed to stop slowly i tried several ways alrdy but it seems to instand stop when i use the stopping input (while moving 900 units a sec) instead of slowly stopping, even when i use the ease in/out setting it does not realy slowl down niceley. also tried it in a more manual way but doesnt seem to work either it just instand stops and ignores the other speeds.

Any suggestions?

Thank you.

Settings
Image

-No pitch (x-rot)
-No user control
-Fixed orientation
-Is unblockable

Manual way
Image