strider

strider

Re: strider Posted by thehalflifedude on Wed Oct 31st 2007 at 9:20pm
thehalflifedude
30 posts
Posted 2007-10-31 9:20pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
hi i am trying to get a strider into hl1 So, i Decided to make the strider replace the garg since it wasn't used in hl2, and my strider DOESN'T DO ANYTHING BUT SIT THERE PLAYING THE WALK ANIMATION AND SHAKE THE GROUND. I HAD LEFT EVERYTHING AS TO IT WAS BEFORE, THE CODE, THE ANIMATIONS, THE QC FILE, EVERYTHING! what did i do wrong? any help would be fine. THANKS! :biggrin:
Re: strider Posted by fishy on Wed Oct 31st 2007 at 11:55pm
fishy
2623 posts
Posted 2007-10-31 11:55pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
thehalflifedude said:
what did i do wrong?
you tried to put a strider into hl1
i eat paint
Re: strider Posted by thehalflifedude on Thu Nov 1st 2007 at 12:20am
thehalflifedude
30 posts
Posted 2007-11-01 12:20am
30 posts 3 snarkmarks Registered: Oct 31st 2007
yes i tried to make him replace the garg. but as i said, HE DOESN'T DO ANYTHING BUT SIT THERE PLAYING THE WALK ANIMATION AND SHAKE THE GROUND. HOW DO I FIX THIS? :confused: :confused: :confused:
Re: strider Posted by fishy on Thu Nov 1st 2007 at 1:34am
fishy
2623 posts
Posted 2007-11-01 1:34am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
you might end up getting it to pose for nice pictures or something, but unless you learn to code your own mod, you'll never make it act like a strider.
i eat paint
Re: strider Posted by thehalflifedude on Thu Nov 1st 2007 at 1:45am
thehalflifedude
30 posts
Posted 2007-11-01 1:45am
30 posts 3 snarkmarks Registered: Oct 31st 2007
oh, no i don't NEED to code him in. he just replaces the garg. that's it. no added features. just a model. that's all i need to worry about. when i'm done my model, i'll move onto the sounds. BUT RIGHT NOW I NEED TO WORRY ABOUT THE MODEL
Re: strider Posted by Le Chief on Thu Nov 1st 2007 at 6:03am
Le Chief
2605 posts
Posted 2007-11-01 6:03am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
rofl at fishy :razz:

Anyways, are you trying to get a model of a strider into half-life? Because you can add the model into half-life with a cycler entity. You don't need to replace the garg.

Also, can you explain the situation a little bit more please.
Aaron's Stuff
Re: strider Posted by thehalflifedude on Thu Nov 1st 2007 at 3:32pm
thehalflifedude
30 posts
Posted 2007-11-01 3:32pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
well, if i make him the garg he won't move, and he will play the walk animation, and shake the ground everytime he steps down. but he won't move. if i don't ever get him to move then i'm putting a conveyer belt under him. :lol:

anyway, that's all he does. if you get too close to him, he will play the attack animation but no cause damage. he won't play the stomp animation. that's mostly it. oh, and, when i click on th flag "prisoner" he will do what he's sopposed to. but even when the flag prisoner is checked, he WON'T MOVE. he will just sit there playing the walk animation and shake the ground when i try to move him. he will turn but not move. WOAH! i can't believe i just wrote all that! :jawdrop:
my website: http://halflifedude46.googlepages.com/
Re: strider Posted by Le Chief on Fri Nov 2nd 2007 at 1:09pm
Le Chief
2605 posts
Posted 2007-11-02 1:09pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Interesting, can I please see some pictures.
Aaron's Stuff
Re: strider Posted by thehalflifedude on Fri Nov 2nd 2007 at 6:00pm
thehalflifedude
30 posts
Posted 2007-11-02 6:00pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
actually, i'll send you a video of it.
Re: strider Posted by Le Chief on Fri Nov 2nd 2007 at 9:01pm
Le Chief
2605 posts
Posted 2007-11-02 9:01pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Awesome :biggrin:
Aaron's Stuff
Re: strider Posted by thehalflifedude on Fri Nov 2nd 2007 at 11:18pm
thehalflifedude
30 posts
Posted 2007-11-02 11:18pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
Re: strider Posted by thehalflifedude on Sun Nov 11th 2007 at 6:44pm
thehalflifedude
30 posts
Posted 2007-11-11 6:44pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
hello???
Re: strider Posted by Naklajat on Sun Nov 11th 2007 at 9:56pm
Naklajat
1137 posts
Posted 2007-11-11 9:56pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Sorry to say, but I think fishy is right. Without digging into the code it's probably not possible to get a strider into HL1 with much success.

o

Re: strider Posted by Le Chief on Mon Nov 12th 2007 at 5:22am
Le Chief
2605 posts
Posted 2007-11-12 5:22am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Ahhh, the video, can't wait to see this. I was thinking about this earlier today and it has been brought to my attention so thats good. Now i'm on dial-up so give me some time, and I'll report back.
Aaron's Stuff
Re: strider Posted by thehalflifedude on Mon Nov 12th 2007 at 7:03pm
thehalflifedude
30 posts
Posted 2007-11-12 7:03pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
:biggrin:
Re: strider Posted by Le Chief on Tue Nov 13th 2007 at 11:27pm
Le Chief
2605 posts
Posted 2007-11-13 11:27pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Wow, did you model that strider yourself? I see what the problem is. Its a code problem. You need to modify the code slightly, and the gargs AI. But before you learn how to code, which you should if you wanna get serious. Try making the animations the exact same name and the exact same order as they are for the garg. So for example it gargs walk animation is 5th in the list and its called "walk" than you need to call it walk and make it 5th in the list for the strider. This might fix the problem.

However what you are doing is great and is perfectly possible in the goldsource engine. Keep me imformed about the progress. Good Luck :biggrin:
Aaron's Stuff
Re: strider Posted by thehalflifedude on Wed Nov 14th 2007 at 10:26pm
thehalflifedude
30 posts
Posted 2007-11-14 10:26pm
30 posts 3 snarkmarks Registered: Oct 31st 2007
aaron_da_killa said:
Wow, did you model that strider yourself? I see what the problem is. Its a code problem. You need to modify the code slightly, and the gargs AI. But before you learn how to code, which you should if you wanna get serious. Try making the animations the exact same name and the exact same order as they are for the garg. So for example it gargs walk animation is 5th in the list and its called "walk" than you need to call it walk and make it 5th in the list for the strider. This might fix the problem.

However what you are doing is great and is perfectly possible in the goldsource engine. Keep me imformed about the progress. Good Luck :biggrin:
ok..... bad news for you....... really bad news..... since you told me how to solve it........ I NOT MAPPING OR MODDING ANYMORE! NOOO!!!! It used up too much space and i was so bored...... so i uninstalled everything..... and put.... i... I PUT RAVEN SHEILD IN! but.... i uninstalled raven sheild and now i have enough space again.... i still have all the models..... but i don't know if i want to re-install everything.... i'll tell you more news when i decide.
Re: strider Posted by Le Chief on Thu Nov 15th 2007 at 12:14am
Le Chief
2605 posts
Posted 2007-11-15 12:14am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
You should always make a back-up of your stuff (mapping) on a dvd if you are gonna delete them. Anyway man, there are ways to free space on a hdd without resorting to deleting stuff you wants to keep.
Aaron's Stuff
Re: strider Posted by thehalflifedude on Thu Nov 15th 2007 at 1:56am
thehalflifedude
30 posts
Posted 2007-11-15 1:56am
30 posts 3 snarkmarks Registered: Oct 31st 2007
oh, it's ok i still have the files on my disk. the smd's the mdls ect.
Re: strider Posted by Zein on Tue Jan 22nd 2008 at 12:01am
Zein
167 posts
Posted 2008-01-22 12:01am
Zein
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167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
i have no idea about the Half-Life mapping hammer, but i might know how to get a strider to work. Try making the path_tracks or whatever you use in the air, thats what you do for HL2...right?
YeaY! Fer MesPehling WerDs

The expression for success is
(energy x enthusiasm)

~Zein
Re: strider Posted by thehalflifeman33 on Mon Feb 4th 2008 at 7:43pm
thehalflifeman33
127 posts
Posted 2008-02-04 7:43pm
thehalflifeman33
super banned
127 posts 13 snarkmarks Registered: Feb 4th 2008 Occupation: Battlefield Studios, Hl2Goldsrc. Location: Canada, BC
<DIV class=quote>
<DIV class=quotetitle>? quoting Zein</DIV>
<DIV class=quotetext>i have no idea about the Half-Life mapping hammer, but i might know how to get a strider to work. Try making the path_tracks or whatever you use in the air, thats what you do for HL2...right?</DIV></DIV>

oh, it's ok. aaron figured out what was wrong. it was happening to every model i created. if anyone else is having this problem, try this:

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Remove the LX flag from the qc file than recompile the model. Once you do that, view the model in a model viewer and go to his walk and run animations. Instead of walking on the spot, they should now be actrully be moving instead of walking on the spot, if the don't, than you need to edit the walk and run animations in milkshape or gmax or whatever you have, to actruly walk forward. This is done by moving his origin (the whole model) a little bit more forward every frame. Once you are happy with it, apply the LX flag back into the qc file and you're done.</DIV></DIV>
EDIT: sorry, you're probably confused to death right now. (hehe) it's me, thehalflifedude.