4/18/2024 0 Comments Half life 1 dev textures wad![]() ![]() ![]() You'll need at least one of each of these in your map. (Note that whenever a player spawns, the map event "player_spawned" fires, and whenever a new player joins the server, "player_joined" fires, you can use these events to trigger entities that need to be active after players first arrive.) Targets this entity whenever a player spawns here Determines the transition this entity is tied to Chaining Events Goal oriented maps - Forcing Map Changes Don't get to press enter - Random Events Randomness - ms_npcscript A Mystery Solved - Keys Unlock da powah - Teleporters Breaking up maps - Coralling Monsters Prevent wandering monsters - Other Entities Decorate your dungeons - MS Oddities Beware, the oddness BASIC MAPPING TIPS Rules to live by CRITICAL LINKS Places to go, things to see, stuff to download - MSC mapping tutorials RMF's to learn from Spawns Gotta start somewhere - Map Transitions Gotta go somewhere - Monsters & NPC's Gotta kill somethin - Using Monster Deaths as Triggers Somethin's gotta get killed - Spawning Rewards Gotta get something fer killin ADVANCED This way-too-long-to-read tutorial is broken into the following sections: I'm not going to explain how to use Hammer or how to compile a map here, although I'll provide some links to how to do that at the end of the article, and maybe a tip or two. I'm going to try to keep this, for the most part, to MS entities. Note: The information here is intended for MS1.35, but the majority still applies to MSC, except as noted by ( ) - Hammer Configuration Note: With MSC you are intended to use BOTH the half-life.fgd and ms1.4.cfg included in your msc/dev folder.
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