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  1. In theory, if the map name matches the one you wrote as reference, no. In practice, double check for any loose quotation marks that could be breaking the new briefing file. Also make sure that the file is actually a .str file, and not a .str.txt (I know it's unlikely, but it might be possible). Other than that, I'm not sure what could be causing it.
  2. I think the distance at which the LOD starts rendering can be altered with either r_lodScale or r_lodCurveError. It will also affect the player model and static models LODs rendering distance.
  3. I wonder if SET_HEALTH can be incremental - I know some variables in Behaved are, in that you can do, for example, SET (variable, +1) and it is incremented by 1 every time it's done. If it works the same with health, then it could be simplified that if health < 100, then set health +1. May be worth a try.
  4. I wonder if an NPC playing that animation through script does the trick - I know at least a few animations cause actual effects, like a few kicks and cartwheels, maybe it also works with Kyle's moves.
  5. I think (but I'm not 100% sure) that you can set a deathscript to the func_breakable to remove (through script) the NPC: //(BHVD) remove ( "NPC targetname" );
  6. Yes, but not necessarily all bones have to be weighted. He probably just weighted the whole heads to the cranium bone, without specifically weighting the lips to the various lip and jaw bones.
  7. Most likely, the weapon command without anything after it is considered the same as weapon 0, and that, as you said, puts away your weapon - pretty much like at the beginning of t2_dpred. After you put away your weapon, you should give yourself weapon_scepter: it's not enough to type weapon_scepter. With no weapon currently selected, it should automatically switch to the Scepter of Ragnos, which is basically a glorified sniper rifle. To summarize: weapon (or weapon 0), then give weapon_scepter.
  8. Could be a weighing problem. Try selecting the skeleton_root, then enter Pose Mode, and try posing your model - it could give you hints on what exactly needs fixing.
  9. Yes, then put the .shader file in a shaders folder. So you should have this in the .pk3: <Filename>.pk3 - models - players -jacensolo -<assets> - shaders - <shadername>.shader
  10. No, you did everything correctly, so that script command doesn't affect brushes. At this point I'd move it out of sight with a very fast MOVE command, then move it back to be visible after those 3 seconds.
  11. This: //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); should do it.
  12. 1. Not sure if it's possible - try rotating twice, first at -90 and then to -180. 2. If it works, then it definitely is a solution. 3. You can either spawn it and hide it somewhere, and move it back when it has to be seen, or you can try a script with a convenient: //(BHVD) set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" ); It should work on brushes too, if I remember correctly. You can set it to false at the start of the moving script, when you want it to be seen again.
  13. Metro: Last Light Redux is free on GOG until January 1st, 2021, 2 PM UTC.
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