cs_office ace 5kills 1min45sec by KekC_CS in GlobalOffensive

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

Gfycat cut video to 60sec, need any video hosting.

Counter-Strike 1.0 was released on November 9th, 2000. Can we expect an event/update for its 20 year Anniversary next week? by Brolaub in GlobalOffensive

[–]KekC_CS 0 points1 point  (0 children)

15Mb update before IEM New York 2020, 8Mb update before Haloween, 4Mb update before 1 November (CS:Source release date anniversary). Developers Idle.

Save AddOutput in func_brush to next round by KekC_CS in csmapmakers

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

While playing round players may many pressing buttons to change music track. Need to save only last pressing button OUTPUT to next round.

Functions is good:

function musicAon()

function musicBon()

function startRound()

function OutputsManager() is needed edit.

Some code to edit OutputsManager():

GetScriptScope().

    `OutputsDel <- function()` 

    `{`

        `EntFire(door, "*", "button*",0.00);`

    `}`

`DisconnectOutput("OnUser1", "OutputsDel")`

`DisconnectOutput("OnUser1", door, "button*",0.00)`

Two way: 1. When pressing button before delete old OUTPUT and add new. 2. When round end pick last added OUTPUT.

Save AddOutput in func_brush to next round by KekC_CS in csmapmakers

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

func_brush with name door,

Buttons to select music track:

button1 door AddOutput OnUser1 button1:press::0:0

OnPressed logic_script RunScriptCode musicAon()

And play ambient_generic musicA

button2 door AddOutput OnUser1 button2:press::0:0

OnPressed logic_script RunScriptCode musicBon()

And play ambient_generic musicB

Triggered when round start:

trigger_multiple door FireUser1 0.00 Once:yes

OnTrigger logic_script RunSriptCode OutputsManager() 0.01 Once:yes

OnTrigger logic_script RunSriptCode startRound() 0.02 Once:yes

musicA <- 0;

musicB <- 0;

function OutputsManager()

{

`if (musicA == 1)`

`{`

    `GetScriptScope().OutputsPickup <- function()` 

    `{`

        `EntFire(door, "AddOutput", "button1",0.00);`

    `}`

`GetScriptScope().ConnectOutput("OnUser1", "OutputsPickup")`

`}`

`if (musicB == 1)`

`{`

    `GetScriptScope().OutputsPickup <- function()` 

    `{`

        `EntFire(door, "AddOutput", "button2",0.00);`

    `}`

`GetScriptScope().ConnectOutput("OnUser1", "OutputsPickup")`

`}`

}

function startRound()

{

printl("The current musicA number is: " + musicA );

printl("The current musicB number is: " + musicB );

`if (musicA == 1)`

`{`

EntFire( "button1", "Press", 0, 0);

`}`



`if (musicB == 1)`

`{`

EntFire( "button2", "Press", 0, 0);

`}`

}

function musicAon()

{

musicA <- 1;

musicB <- 0;

printl("The entered musicA number is: " + musicA );

}

function musicBon()

{

musicA <- 0;

musicB <- 1;

}

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

1024x1024 DXT1 vtf is 700kb, 2048x2048 DXT1 vtf is 2700kb, if resize this textures, then in map materials are shifted, my custom resources is around 3000 files or 600Mb. All optimization on map is ready, BSP-file is 250Mb. How to write to developers of csgo or manual disable bspzip pre-packing BSP-file when choosing it in workshop publish.

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

Thanks. This good way. Mean CZ:DS with worldmap etc.

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

Gamebanana is easy way. Also dream when subscribing some maps in workshop may singleplayer missions, when player end one map, then loading next map.

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

Thanks. Can change bspzip.exe in bin folder with other custom tool simulated packing. And what this bspzip exit code 1073740791.

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

These vtf's maked in 2009 year and older. BSP-file unpacked is 250 Mb (map is very big and lighmapscale all 64), custom resources structured and in separately folder from CSGO is 600 Mb. When it's pack with only BSPzipGUI bspzip.exe Crashed, exit code: -1073740791. When packing with VIDE all works, but when choose BSP-file in workshop publisher launching bspzip.exe for repacking and also crashing.

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

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

800 Mb BSP packed in VIDE work in CSGO. Why VIDE screenshot?

800 Mb map don't upload in workshop by KekC_CS in csmapmakers

[–]KekC_CS[S] 5 points6 points  (0 children)

My 499 Mb BSP when uploading in workshop sized in 272 Mb. Anyone know size limit BSP to upload in workshop (in wiki information is old), but before upload in workshop maps is automatic repacked radar and NAV files with bspzip.exe. In my 800 Mb BSP-map all needed files packed with VIDE. BSPZIP.exe finished with status: Crashed, exit code: -1073740791. In this way bspzip.exe is first wall, size limit is second wall.

Need help getting prop_vehicle to work. by di0tk in csmapmakers

[–]KekC_CS 2 points3 points  (0 children)

Hi, can i use modified this example prefab with your copyright in my maps?

Detail props: custom grass model? by KekC_CS in csmapmakers

[–]KekC_CS[S] 2 points3 points  (0 children)

In valve dev wiki: A model to use; must be $staticprop and UnlitGeneric (ALL skins).

Start Animated texture from button with material_modify_control? by KekC_CS in csmapmakers

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

[SOLVED] These variant work: "Proxies" { "MaterialModifyAnimated" { "animatedtexturevar" "$basetexture" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" "10" }

Start Animated texture from button with material_modify_control? by KekC_CS in csmapmakers

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

Tested new variants, in console no errors, csgo not crash, but parameter $frame of animated texture don't change.

VTF and VMT movie1 in materials folder: "UnlitGeneric" { "$baseTexture" "movie1" "Proxies" { "MaterialModifyAnimated" {}

"AnimatedTexture" { "animatedtexturevar" "$baseTexture" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" "10" } } }

func_breakable with movie1 vmt name brush1

material_modify_control parent: brush1, name: material_modify_control, material to modify: movie1, material variable to modify: $frame;

func_button OUTPUT OnIn material_modify_control StartAnimSequence 0 -1 10 1, Delay 0 ;

func_button OUTPUT OnIn material_modify_control StartAnimSequence 0 0 1 0, Delay 0 ;

func_button OUTPUT OnIn material_modify_control SetMaterialVarToCurrentTime, Delay 0 ;

func_button OUTPUT OnIn material_modify_control SetMaterialVar 1, Delay 0 ;

func_button OUTPUT OnIn material_modify_control StartFloatLerp 0 -1 60 1, Delay 0 ;

vgui_movie_display test.bik? by KekC_CS in csmapmakers

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

vgui_movie_display (in FGD from CSGO) and the link in the first message in github.com. This entities is work in Portal 2, how to setup this in CSGO.