If you look at my walkthrough of c2a5i he resumes to chase you as soon as
he can see you again.
I Guess it’s enough…
Just working out the last few kinks in C2A5H (the jumppad in the bathroom has glitched out - it takes away all your guns and emits a console error when you step on it), and trying to get Barney’s choreography smooth. Once that’s done, new version and video. Very soon now!
I saw how you did that… when I took a look and just another sugesstion here cannot remember how you have it set.
for the first scriped sequence activated by the trigger check these settings
have “run to” set as the option on the first sequence triggered
and also in this and all other scripted scenes have priority script flag checked and overide AI checked too.
This should make him run there and patrol everytime
edit
Insert a sequence that has run to at the waters edge then all the rest have look at If I remeber correctly which you can link on to the first.
Funny you should suggest that, seeing as I’ve already done that! I have yet to test it but that was the solution I came up with as well. I also mucked around with the pathing a bit because it was only a little bit temporary.
EDIT: GREAT, something I did to C2A5H has made the compiler hang when VRAD starts up. And so begins the really fun bughunting process in Hammer. Whoopee.
Yay… good luck finding it. lol
That should defo work… I guess the chase player input did not overide his damage jerk outs? or helped? or did nothing whatsoever?
before you compile c2a5h can you please change the beams on the top floor of the carpark… to a girder like truss structure it would improve the feel of the top floor I think. or atleast try a new texture on the exposed roof beams? with an alpha in it…on bottom and top faces
Nah, I like the beams the way they are, sorry. I could add some trusses underneath the beams which are also broken but it’s a bit low on the priorities list - the map runs badly enough performance wise as it is, the last thing it needs is 50 extra brushes/models. Besides, the way I have the beams currently makes it look like they were INSIDE the concrete, holding it together. I’m pretty sure trusses can’t be made like that, but I don’t know.
I didn’t find it per se but I did delete a few things and revert some of the changes I made. VRAD hanging is often caused by weirdly distorted brushes, so I got rid of some of them.
Seems to have fixed it, for now. Test run now.
ok good!
waitin’ for more info
fair do’s and no big deal I hope it goes well
Is this release going to be divided in linked/unlinked versions like last one?
I dunno, I was thinking of just using the linked version now. It’s difficult to maintain two versions for a number of reasons - the biggest being that I have to compile each map twice and it’s organizational hell. On the last release there were bugs unique to the linked version and some unique to the unlinked version and keeping them in check was annoying as crap.
If people don’t want it messing up their campaigns, all they have to do is back up their original C2A5G and not install my version of C3A1A.
It’ll be easier for me in the long run as linked was my eventual goal, so I can test that properly.
I’m a noob, man
can anyone tell me how to back those files up?
my steam version of Black Mesa doesn’t allow me to
You go to the BMS folder, go to maps, and copy/paste BM_C2A5G.bsp to wherever the heck you like…
I don’t see what Steam has to do with anything, you can’t play BMS without Steam.
you can back up stuff up with steam
and thanks!
The maps are ready to go, prepared for release, but I will wait to tomorrow to do so, as it’s late here and I’m rather tired. I’m gonna shoot the film and upload it alongside it, this will be the PROPER OPEN BETA RELEASE. The first release was sort of a test wave, this is gonna be the general public one, the one I update the OP with and the one I post to youtube and all that jazz. Expect them to be released by sorta 1/2PM GMT tomorrow.
EDIT: That’s not QUITE true. EVERYTHING is working with the Garg now except for one little thing - if you climb up the ladder to reach the tower and he’s behind you when you’re doing so, he bugs out and just stands there until you’re down off the tower. It’s very weird as if you get up there using the jump pads or any other means he’s fine, he goes round to the side and starts shaking it. Both hint nodes are identical so there’s not much reason he shouldn’t be able to use the one at the front. I’ll look at it tomorrow - it’s probably a simple solution that’s flying over my head right now because I’m tired. Everything else with the Garg works pretty consistently though aside from his glitchy animating - he sometimes snaps backwards and forwards between animations very quickly, but only briefly.
thanks, man
Quite extraordinary work you’re doing! Your talent, thoroughness and commitment, I’m sure, is recognized, appreciated and applauded by all. Take care and pace yourself. After all, it’s just a game, a great one, that will be even greater as a result of your tireless efforts.
Bravo!!!
My suggestion for the Garg not to chase you until FaF. When you go inside the silo door, and the garg chases you. There must be a scripted event that there will be an airstrike like in HL1 which will kill the gargantua or chase the remaining marines behind the gargantua and burn them.
Good job, but I hope u give Barney a proper building instead of just a table
The amount of problems that trigger_garg_shake_tower entity has is not funny.
If you can fix this good job but like i said before on removing that entity made the garg work correctly…
I still think if you can get the garg to do everything through scripted sequence rather than the custom entity it will be a lot more solid and resposive. Giving a lot more control over how we want the garg to act.
Anyway never tried to copy the tower shake via scripted sequence instead but was my end thoughts on the matter as previously posted. Now you have spotted this you may understand why i say delete it from the world… but i have no idea how this is fixable tbh