fr0ckity!

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  1. func_door_rotating. Should I be using prop_door_rotating? I never used the "func" one, and now that I'm using it's annoying me . Oh, and I'm in my nightmares: You know the blue balls? I cant find them! !!!!EDIT!!!! http://developer.val...c_door_rotating Thank you so very much, sir. You've again splained to me that which I couldn't figure out. I think you might be my go-to guy from now on.
  2. func_door_rotating. Should I be using prop_door_rotating?
  3. Ghost was the one talking about decompiling the map though. I've read other forums that have agreed that decompiling is frowned upon, but that it is "acceptable" to those using it as a self-help tutorial than to steal from it. I personally could never steal someone else's work; even as a high-school senior, I can't even copy my friends' homework. iggle is an awesome name, by the way. Another question, since my last one was answered (thanks again, ruanito): the doors. I use func_door_rotating, but I can't figure out how to get it not to spin on it's central axis. Even maneuvering the two blue balls around the map (and I've moved them EVERYWHERE), I can't seem to get it to work. Is there any way to utilize the func_door_rotating that is provided with Hammer, or is it easier to create my own custom door prop and label it func_door (and just let it slide sideways/up/down/however I want)? I feel like I should be asking this on a Hammer forum, but it does say "Mapping" as the tag... :S put the 2 balls at the point of the door you want it to rotate and tell me if it worked Unfortunately, that didn't work. They all seem to spin like a revolving door, no matter what door model I choose nor where I put the balls. :S
  4. Ghost was the one talking about decompiling the map though. I've read other forums that have agreed that decompiling is frowned upon, but that it is "acceptable" to those using it as a self-help tutorial than to steal from it. I personally could never steal someone else's work; even as a high-school senior, I can't even copy my friends' homework. iggle is an awesome name, by the way. Another question, since my last one was answered (thanks again, ruanito): the doors. I use func_door_rotating, but I can't figure out how to get it not to spin on it's central axis. Even maneuvering the two blue balls around the map (and I've moved them EVERYWHERE), I can't seem to get it to work. Is there any way to utilize the func_door_rotating that is provided with Hammer, or is it easier to create my own custom door prop and label it func_door (and just let it slide sideways/up/down/however I want)? I feel like I should be asking this on a Hammer forum, but it does say "Mapping" as the tag... :S
  5. scripted_sequence with the sleeping animation, and changing on trigger, I guess... for the headcrab you have to mess with the codes... Thank you so very very much, sir. Hopefully this works for me.
  6. I think the zombies are coded. Thats why they probably don't have a headcrab. Alright...no biggie. You wouldn't happen to know how to get them to appear "dead" until triggered, would you?
  7. Okay, I've got another question, but it may be somewhat obvious and stupid. There are portions in the game where zombies appear to be dead or sleeping. How would one configure that? Because when I set my zombie to "sleep" until the trigger is activated, he just isn't there. Then he suddenly and randomly spawns. So, to restate my question, how would I make it so that he gets up off the floor? Somewhat unrelated question: is there any way to get rid of the headcrab he spawns with? Anyone who can help me, thanks a million.
  8. Thank you so very very much, dude. This will most definitely come in handy. You can press the (+) button if it helped you... Just sayin'... It has been done, sir.
  9. What else could I add in here...? As far as a storyline goes...in NH2, it was Emily, his wife, right? How about, for a new sort of "twist", I guess...make it the daughter. Keep the father figure, but instead of the wife, make it the daughter. Dads usually have a strong link to their 'daddy's little girl' and the audience would probably feel it more if the daughter were in it, especially if she were age twelve or below. What else...generally, if you want to freak the [static] out of someone...you've gotta have a startle-jolt followed by tension, where the heartbeat raises. If you've ever seen the movie "Stay Alive" involving the Queen of the tower, then you know what I'm talking about, especially the opening scene, where she just appears in front of you and you're like OH MAH [static]. Then he dies and you calm down. I'm not sure exactly what would be the overall event, but a jolt followed by tension and anxiety will really freak your player out. Even better is reversing the order. Something I found out works, too: Have some little scares all clustered together, like three or four, so it doesn't get boring. Then, have a loooong period of time with nothing. You're making your way through the game like normal, but there aren't any horrors or BOO-things going on. Then, after they've built themselves up, you have to indirectly scare them. Like, make a room that's kinda dark, like the shower room. Make a dripping noise, or a heartbeat, or gentle, subtle, very very discreet whispering noises. Then, have the ghostly entity flash before them and FREAK the hell out of them. Another idea...Like Trivvy's idea about the elongated staircase, but make this one infinite. They get to a certain point and it creates a loop, where the character literally cannot get to the top and basically keeps running up the same small patch of stairs over and over again to simulate never-ending. But they turn around to a normal staircase. They have to do something to trigger the stairs to become finite again and then SOMETHING appears at the top. Having things come from the ceiling is a good idea too. People rarely spend any time looking up at the sky or the ceiling, so of course putting little hints or clues or even scares up there is a good idea. Plus, if it FALLS ON TOP of the player (even if it doesn't attack him), he's gonna run in a circle and be like OMGWTFLOLBBQ and call out a "code brown" while he changes his shorts. Just ideas. I've been thinking about them a little bit, but haven't come up with much. Only other thing I could think to add would be to have something following the player. It doesn't hurt them, but it's like a shadow that follows them around everywhere that actually IS an entity. Just for scares and giggles. *EDIT Had more ideas...kinda...Plus, Trivvy said to keep this thread alive, so I'll try. Recently saw an advertisement for a movie called Case 39, and it gave me an idea: do that to the player. It kinda plays on my dream thing from earlier, but it's a little different: The player not only sees the real world as it is, but he also sees things that are surreal, too. Spirits and zombies and other creepy-ass entities/apparitions/events happen only to the player, and the people around him think he's going crazy. Another idea, but not really a storyline...this is based on NH2, though; specifically, the part of the game where the player is trapped by Romero in the square room with disappearing doors. Create a room like that (where the doors don't disappear, save for occasionally), but every time they open a door, they enter another room like that: square, with only doors around them. Create a grid of these rooms, say, a 6x6 grid, and have the player have to go through rooms with nothing but doors to get out. Make only one route the correct one; have dead-ends everywhere and doors that don't open spaced out. The idea of having to get through a 6x6 room maze, with only one way out, is enough not only to confuse the player, but to terrify them, as they begin to believe they have no way out. To keep them motivated, however, have a "help" button in a few rooms that will either do five damage or spawn a zombie to kill, but will tell the player which path to follow next. Following that, have a hallway DEVOID of doors save the one at the very end. Have one JUMP moment in the middle, where the roof caves in and stuff hits them, or have the lights go out. Just to freak them out. Then they return to the game like normal at the end of the hall. **EDIT: Another idea just hit me, and a double-post is kinda Nazi-ism, so I'll reedit this one again. What about a room where there is NOTHING but a mirror on one side, and the enemies, props, etc. is all invisible on the player's side, but exists on the mirror's side, and can HURT or HELP the player depending on if it's friend, foe, or prop. Something twisted like that might not be possible to make, though; it could take far more work to try and custom code it than is worth. Or, how about, have the player go through in a reverse-daily basis thing. Like, the main part of the game is at the beginning, like what would be the "climax", but it's just a small thing compared to the real climax at the "beginning". Say, though, that you start at the day that would be the end of the game, and you go through it forward, and your character goes to sleep or something. Then, they wake up in the day BEFORE when they started, and continue waking up backwards until they reach the first day, the day of the "event" that caused their mind to twist. Up until that point, nothing should make sense to the player, other than small side stories and such. The main point, the reason, the crux, should not become evident to the player until they successfully maneuver backwards through time to the first day of the timeline, and thus they realize what has REALLY been happening.
  10. Thank you so very very much, dude. This will most definitely come in handy.
  11. Couldn't you just edit your last post on this thread? Double posting is a rule. You should try to avoid it. I may compile some maps to see how they work, but wouldn't it have SOOOO MUCH ERRORS that you cannot even see how things work? That would suck. But it is still possible to compile them and look at them. Sorry. Still a newbie...still learning. Uhhhrm...you can compile (or decompile, depending on which way you're going) and then use some other kind of simulator to generate the original textures and props on its own. It is possible...but if I can get kind-of a step-by-step from the developers themselves I'm just as happy. Either way, it works. Still wondering how to do it, but experimenting all-the-while.
  12. Sorry for the double-post, but I have another question: how did you create the map change points? Like, for example...you're in the map for a chapter, or a level, and to keep it from getting too large, you have it move one step forward, to the next map. How do you code that? And when you create the transfer point (so to speak), you basically create a 'dead-end' area for the player to transfer in, right? This is a very useful feature that I always wondered how to set up and would like to experiment with to create more than just one level in a world. Sorry if it seems like a n00bish question; I'm still in the early stages of designing my "course" and would like tips, tricks, and pointers, including the answer to this one. Any and all help is appreciated.
  13. Tracktrain, probably. The doors will have been parented to it. Player gets close (ie enters a trigger volume), scoot the entire wall back. A small FOV change was also done at that point (env_zoom); don't forget that. And the sound, obviously, which is just an ambient_generic. Is something like that fairly easy to set up, or is it more complex than I'm envisioning when created in Hammer?
  14. Or, to elaborate a little more, perhaps whilst you're dreaming, you wake up back in the therapists office and you think you're back in the real world. But the world distorts, and then you DO wake up, but you are then never sure whether you really are awake or not. Or to add even MORE, the player is constantly trapped inside his own head, having multiple false awakenings, each one more realistic than the next, but there are little hints as you progress, such as radios playing hospital ambience or a heart monitor. Perhaps even characters in the dream speaking with the voices of those around you in the real world all of a sudden. Like a man will suddenly have a female voice crying at you to wake up. YES! YOU TOTALLY GET WHAT I'M GOING FOR! I'm watching your 4th video for NH2 again. "Well, BALLS!" XD
  15. What about... Your main character wakes up to an answering machine message of some sort. It tells him to go down the street to a hypnotherapist's office (possibly the receptionist letting him know it's his appointment date). You go there, enter the office, and the guy puts you under. You're then exploring the character's mind. And in his mind is a horrid memory or secret or something, maybe a ghost from a past life. Whatever it is, he sees it, and it's just a shadow (like the ones in the EMP hallway, the little shimmery shadows that just whispered at you). It whispers "Help me" and then you exit the dream world; it kinda falls apart around you. The game then alternates between dream and reality, using elements of BOTH to assist this person inside his mind. However, as the treatment becomes more and more frequent, he starts confusing dream and reality. There could be one point where he's in his office, his place of work, and he's walking down a hallway where his coworkers are located. When he gets to the end, the sides of the vision window go staticky, and you hear a low moan behind you. Turn around, and the coworkers are zombies. Bring out the gun and kill them, making your way back to the start of the hallway, only to have vision return to normal and realize you literally murdered your own coworkers. Just an idea. Thought it might work wonders on the audience.