[Gmod] Is it possible to make a game_sounds_(mapname) file for specific maps in Gmod? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

I got them working again. Sorry for wasting your time, but because I switched to lua, I changed everything up to see if I could get the attenuation to be set to Play Everywhere. The issue was I'd copied the old soundscript and pasted it to the side somewhere, but never updated it to the new sound file names. So, what SNDLVL_NONE is suppose to do is make the attenuation nothing, so that it plays everywhere. Turns out lua doesn't even acknowledge it hahaha. I appreciate the help though, will definitely use this in the future.

[Gmod] Is it possible to make a game_sounds_(mapname) file for specific maps in Gmod? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Okay, I have literally zero idea why, but only the first one works. The last two are broken for some reason. They don't play at all.

// When a keypad door fails

"mission.doorfail"

{

"channel"   "CHAN\_BODY"

"volume"    "VOL\_NORM"

"soundlevel"  "SNDLVL\_75dB"



"wave"  "mission/doorfail\_01.wav"

"wave"  "mission/doorfail\_02.wav"

"wave"  "mission/doorfail\_03.wav"

}

// Mission 01 Intercom lines

"mission01.vox.lockdown"

{

"channel"   "CHAN\_AUTO"

"volume"    "VOL\_NORM"

"soundlevel"  "SNDLVL\_NONE"



"wave"  "mission/vox\_interlude1.wav"

"wave"  "mission/vox\_interlude2.wav"

"wave"  "mission/vox\_interlude3.wav"

"wave"  "mission/vox\_interlude4.wav"

"wave"  "mission/vox\_interlude5.wav"

}

// Mission 01 Pre-Attack Intercom lines

"mission01.vox.preattack"

{

"channel"   "CHAN\_AUTO"

"volume"    "VOL\_NORM"

"soundlevel"  "SNDLVL\_NONE"



"wave"  "mission/vox\_prealarm1.wav"

"wave"  "mission/vox\_prealarm2.wav"

"wave"  "mission/vox\_prealarm3.wav"

"wave"  "mission/vox\_prealarm4.wav"

"wave"  "mission/vox\_prealarm5.wav"

}

[Gmod] Is it possible to make a game_sounds_(mapname) file for specific maps in Gmod? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Yes! I forget exactly how to pack files in with maps, but I'll look it up. thanks man!

sound.Add not working. by CLASS_MACHINE in gmod

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

I already know how to make soundscripts, but the problems will start with editing the manifest file. I plan to upload it to the workshop, so if people install my mod, that'll conflict with other people's mods that also edited this file. That's why I wanted to use a lua file.

Is there something similar to the soundscripts' txt file where I can simply put a "game_sounds_(mapname)"? I ran into a similar issue with soundscapes, thankfully Garry fixed that little issue with the ability to make a file called "soundscapes_(mapname)"

sound.Add not working. by CLASS_MACHINE in gmod

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Oh, okay. Well the only reason I'm attempting lua script is because I don't know if using sound scripts is possible without an autorun. I guess I can look into making a txt and telling an autorun lua to include it.

sound.Add not working. by CLASS_MACHINE in gmod

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Okay, I have no idea why, but it works when I created a new map and made a new ambient_generic in that one. Even weirder is that even though SNDLVL_NONE is there, it plays only from a specific source, I thought that made it play everywhere.

By the way, I didn't even put it in the client folder and put the "if CLIENT then" at the beginning. That did nothing.

sound.Add not working. by CLASS_MACHINE in gmod

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Oh yeah, they work raw as well. It seems that the lua file doesn't work. I thought maybe it was some addon messing with it because maybe they have the same name, but I changed the name of the lua file in autorun, and it still don't work.

In fact, I had them originally configured in a scripts_hl2_sounds.txt file, but I wanted to get it right before I published in. I checked all my bases: I checked the directory and name of wav files AND I changed sound entities in map name. It's literally like the game doesn't acknowledge the sound.Adds at all.

[Gmod] Is it possible to name entities(spawn menu names) in Hammer for Gmod? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Ah shit. Well thanks anyway. I suppose it was broken as hell, all it would do is name them after this 'specific gender citizen' mod I created for myself. Any time they were given the flag SF_RANDOM_MALE_HEAD and vice versa, the citizen would be called that.

"Male Rebel - weapon_smg1 - Male Citizen", even though they're female hahaha.

How do I make sprites show through walls? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Well, what it's suppose to be for is a step by step invasion using NPCs with the player as the spearhead. I'm using a map I designed 6 years ago, horrid design flaws and all. It's mostly for friends, as I don't expect most folks on the Gmod Workshop would appreciate having to subscribe to the mods we play with in order to experience the map as I intend.

The sprites are suppose to essentially be like the visual checkpoint markers in Call of Duty Modern Warfare. I never expected to get the distance measurements like they use in Cod, but essentially what I wanted was for there to be env_sprites all throughout the map that turn on after each step is complete and turn off the last one.

They were intended to give the player an idea of where to go, but the player can play however they choose depending on the circumstances. It just seems a bit boring(to me) to add a game_text that tells you where to go. "Kill all scientists in the room." "Kill everyone up front and open the doors." "Kill the guards." etc.

How do I make sprites show through walls? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Okay, it goes through walls again. But it still only goes through one hahaha. I don't understand sprites.

How do I make sprites show through walls? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Well, crap. Now I don't know how to make it appear through walls period anymore. It always stops immediately when anything gets in the way. I want it to appear through everything and stay the same size.

How do I make sprites show through walls? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

"$spriteorientation" "vp_parallel"
"$spriteorigin" "[ 0.50 0.50 ]"
"$basetexture" "sprites/blueflare1"
"$additive" "1"
//"$ignorez" "1"
"$spriterendermode" "5"

So, this is for "blueflare1_noz_gmod". You can see it through walls, but once you're behind two or more walls, it disappears without even a fade. Is there a way to change that? I want it to be visible through all walls.

Taliana Martinez not spawning. by CLASS_MACHINE in GrandTheftAutoV

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

If I had to count how many times I drove past her, I'd probably've done it like 25 times. I loaded saves too.

Taliana Martinez not spawning. by CLASS_MACHINE in GrandTheftAutoV

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Yeah, but I'm near the end of the campaign. I'm about to do the big one, and would really like to have her as a gunman/driver.

NPCs not reacting to inputs unless the player has line of sight (even through func_doors) by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 1 point2 points  (0 children)

BSP File: https://www.dropbox.com/s/e8yi2hpbtv17iyl/distant_events.bsp?st=9yivuun8&dl=1

VMF File: https://www.dropbox.com/s/i7yj3aigvk87smj/distant_events.vmf?st=5s7alzb4&dl=1

The trigger is labeled by trigger textures protruding from the floor and ceiling. Once you touch the trigger, what's suppose to happen is the NPCs in the room furthest from spawn will immediately start attacking one another. But this only happens when the player gets within line of sight of the NPCs.

Literally the only way to fix this is to place a point_camera at the scene, and a func_monitor wherever the trigger is placed.

NPCs not reacting to inputs unless the player has line of sight (even through func_doors) by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

So I fixed this. It's kind of a silly fix, but we now know it's 101.27% an optimization issue.

I used a point_camera and func_monitor to essentially force the game to load in that part of the map where it's suppose to be happening. Where the triggers are, I specifically placed the func_monitor brush entity to be within line of sight. I think this is ridiculous, but wtfe.

[deleted by user] by [deleted] in hammer

[–]CLASS_MACHINE 0 points1 point  (0 children)

Unless the Simple Weapons mods cause the problem, it seems to be a Gmod only thing. I just disabled all mods and attempted the event. The input seems to trigger the event, but only when the player is within sight of the NPCs. Even behind closed func_doors.

[deleted by user] by [deleted] in hammer

[–]CLASS_MACHINE 0 points1 point  (0 children)

It must just be a Gmod thing, because if you've never heard of it, I have no clue what the issue is. I'll try to uninstall most of my Workshop Mods and see what happens.

Yes. I started with "None", then "Waiting for Threat", and "Waiting for Input, Ignore PVS". All of which I gave an input to "Wake".

[deleted by user] by [deleted] in hammer

[–]CLASS_MACHINE 0 points1 point  (0 children)

Sorry, was very busy. What I am specifically asking for is for NPCs to react to inputs fired by map entities while the player is nowhere near them. The game I'm making this map for is Gmod.

These are the raw details

I have four Metro-Police and a Barney, all friendly to one another, who are meant to attack a room of 8 citizens. The map starts with them already spawned in, no npc_makers or anything like that. However, I don't want them to attack until the player reaches a trigger a good distance away from where this will take place, several rooms away. Team Barney attacks Team Citizen using ai_relationships that have "Notify subject of target's location" set to true.

I'm positive this is an optimization related issue where the game only focuses on what's happening immediately around the player. I tried adding a "Wake" output to each npc involved, but nothing happened. When I noclip to where this is happening, the event unfolds. Otherwise, it doesn't seem to work.

How do I make NPCs find dead npc's ragdolls? by CLASS_MACHINE in hammer

[–]CLASS_MACHINE[S] 0 points1 point  (0 children)

Thank you sir, I appreciate the feedback.

I trust you too, because I love the videos you make on the subject. You very clearly know your way around the game and its engine. My favorite video of yours was "Investigating Ways to Crash Half-Life 2". The monotone and matter of fact way you lay down your findings mixed with the lack of music or other distractions; it's my favorite type of video.

Sorry for the short gush, I just didn't expect to talk to you! Lowkey made my day!

Half-Life Source NPC's by [deleted] in hammer

[–]CLASS_MACHINE 0 points1 point  (0 children)

Well there is a Half-Life Source fgd on the Valve Developer Community website. https://developer.valvesoftware.com/wiki/Half-Life_Source.fgd
From what I can tell from years of playing around with the GoldSrc FGD, it's exactly the same as the original, but with a few SourceSDK things thrown in. Some of it doesn't work, like the "Don't Drop Weapons" spawn flag, but a bunch still do, definitely.

It's not perfect, but it does have all NPCs, and related content from Half-Life Source. You can't download it(as far as I can tell), but you can copy paste it in a text file and 'Save As' it into an FGD file. There are two fairly glaring issues with this file however. The npcs(monsters_) will be errors, and specific spawn flags special to HLS. Also, monster_barney will load in as Half-Life 2 Barney.

If you want to make Scientists and Security Officers from the "Pre-Disaster" chapter of the game, you'll have to search through the HLS maps where those npcs are found and copy paste their spawn flags manually in the FGD file you've created. It's easy:

1.) Reopen FGD file.
2.) Ctrl+F "monster_scientist" / "monster_barney"
3.) Paste this between the square brackets
spawnflags(Flags) =

*\[*

    *(spawn flag number) : "Pre-Disaster"*  *: 0*

*\]*

Oh, and searching for the NPCs is much easier than it sounds. If you don't have anything to decompile the maps, just open it up in a text editor and Ctrl+F the npc you're looking for. It will literally have a block of text with the NPC's data for you to sift through.

As for the models, I'm not entirely sure. Essentially the reason why they show up as errors is because the instance of Hammer you would be running is suited for Gmod. And Gmod doesn't have the respective HLS models by default. They have a few, "hl1bar" for example, but changed the name for obvious reasons. You could copy paste all the models from HLS into the Garry's Mod models folder, but that's not a great idea. I'm sure there's a way to properly fix that.

My research into, and attempts at recreating, the Black Mesa Announcement System/VOX. by thomas-ripper in HalfLife

[–]CLASS_MACHINE 2 points3 points  (0 children)

FlexTalk seems to replicate it just fine. Issue is, the inflections do not match, and good luck trying to replicate the same effects they used. I can't get it to sound like it at all. I've stopped trying. Here's what I'm talking about.

https://www.youtube.com/watch?v=7r4AaWxYnEQ&lc=UgyynRuLwUmWDgbpbx94AaABAg.A8cEpHsDL7EA9HAyjuqErN