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Admer456
เข้าร่วมเมื่อ 12 เม.ย. 2016
GoldSRC mad scientist, wannabe game developer. idTech enthusiast and Godot enjoyer. Immersive sim fanatic.
An Arctic fox from Bosnia and Herzegovina. uwu
I like making tutorials and stuff, but also documenting some various WiP things I make. On this channel, you can expect to see Half-Life, idTech and Godot content, and occasional random life stuff.
Don't be afraid to get in touch if you wanna ask questions or anything like that!
Discord: admer456
Discord server: discord.gg/tneyeuhgxH
An Arctic fox from Bosnia and Herzegovina. uwu
I like making tutorials and stuff, but also documenting some various WiP things I make. On this channel, you can expect to see Half-Life, idTech and Godot content, and occasional random life stuff.
Don't be afraid to get in touch if you wanna ask questions or anything like that!
Discord: admer456
Discord server: discord.gg/tneyeuhgxH
All about compiling [GoldSRC Mapping]
Avoid them BSP leaks!
Here I talk about exporting your maps to Half-Life, and some problems you might encounter along the way. I also give a little bit of troubleshooting advice, where to go if things go wrong, and some fundamental knowledge about leaks.
Tools, communities, tutorials:
J.A.C.K. - jack.hlfx.ru/en/main.html
TrenchBroom - trenchbroom.github.io/
The Whole Half-Life - twhl.info/
My Discord server - discord.gg/tneyeuhgxH
TrenchBroom compile config - twhl.info/wiki/page/Tutorial%3A_Setting_up_TrenchBroom_for_GoldSource_games#Setting_up_VHLT
VHLT compilers - twhl.info/wiki/page/Tools_and_Resources#Compile_Tools
Matt's Ramblings videos on Quake BSP stuff:
Collision detection - th-cam.com/video/wLHXn8IlAiA/w-d-xo.html - this is done by HLBSP
PVS - th-cam.com/video/IfCRHSIg6zo/w-d-xo.html - this is done by HLVIS
Lightmapping - th-cam.com/video/bxientPsqRg/w-d-xo.html - this is done by HLRAD
It's not entirely the same as in Half-Life, but it should give you an idea as to what the compilers actually do, and why they're doing it.
Timestamps:
00:00 - Intro
00:28 - Compiling
01:11 - VHLT
02:29 - Setting up J.A.C.K. with VHLT
03:19 - Setting up TB with VHLT
04:57 - Extra compile parametres
05:43 - Actually compiling the map
06:28 - Troubleshooting
07:56 - Leaks
09:07 - Fixing the leaks
10:20 - Avoiding leaks
10:47 - Conclusion, what's next
Other:
I have a Ko-fi if you wanna throw money at me: ko-fi.com/admer456
Here I talk about exporting your maps to Half-Life, and some problems you might encounter along the way. I also give a little bit of troubleshooting advice, where to go if things go wrong, and some fundamental knowledge about leaks.
Tools, communities, tutorials:
J.A.C.K. - jack.hlfx.ru/en/main.html
TrenchBroom - trenchbroom.github.io/
The Whole Half-Life - twhl.info/
My Discord server - discord.gg/tneyeuhgxH
TrenchBroom compile config - twhl.info/wiki/page/Tutorial%3A_Setting_up_TrenchBroom_for_GoldSource_games#Setting_up_VHLT
VHLT compilers - twhl.info/wiki/page/Tools_and_Resources#Compile_Tools
Matt's Ramblings videos on Quake BSP stuff:
Collision detection - th-cam.com/video/wLHXn8IlAiA/w-d-xo.html - this is done by HLBSP
PVS - th-cam.com/video/IfCRHSIg6zo/w-d-xo.html - this is done by HLVIS
Lightmapping - th-cam.com/video/bxientPsqRg/w-d-xo.html - this is done by HLRAD
It's not entirely the same as in Half-Life, but it should give you an idea as to what the compilers actually do, and why they're doing it.
Timestamps:
00:00 - Intro
00:28 - Compiling
01:11 - VHLT
02:29 - Setting up J.A.C.K. with VHLT
03:19 - Setting up TB with VHLT
04:57 - Extra compile parametres
05:43 - Actually compiling the map
06:28 - Troubleshooting
07:56 - Leaks
09:07 - Fixing the leaks
10:20 - Avoiding leaks
10:47 - Conclusion, what's next
Other:
I have a Ko-fi if you wanna throw money at me: ko-fi.com/admer456
มุมมอง: 3 816
วีดีโอ
Wanna make some maps?
มุมมอง 21K6 หลายเดือนก่อน
Half-Life maps! Or any GoldSRC game really. After 3 and a half years of making the Half-Life SDK Programming series, I've decided to start a mapping series, cuz' why not. Links to tools and communities: J.A.C.K. - jack.hlfx.ru/en/main.html TrenchBroom - trenchbroom.github.io/ The Whole Half-Life - twhl.info/ My Discord server - discord.gg/tneyeuhgxH dumptruck_ds's TB series: th-cam.com/play/PLg...
Half-Life SDK Programming #1: Initial setup
มุมมอง 7K7 หลายเดือนก่อน
How to set up a HL mod folder and make a little code change. Half-Life Updated SDK: github.com/twhl-community/halflife-updated Visual Studio: visualstudio.microsoft.com/downloads/ (get the Community edition, is free!) Closed captions coming soon. Dimbeak's HL mapping series: th-cam.com/play/PLPQE9utdmjdvjnR_C0ZDBS4dEcK6bpYik.html Lymphoid's HL mapping series: th-cam.com/play/PLFf7-cW7rvxOgvFTt1...
Half-Life SDK Programming #4.2: Hitscan weapons
มุมมอง 2.7K8 หลายเดือนก่อน
This time I implement YOUR weapon ideas! Source code of this tutorial: Burst-fire shotty: github.com/Admer456/hl-sdk-videos-src/compare/cb8cb78...adf01a9 Machine gun: github.com/Admer456/hl-sdk-videos-src/commit/07fce86f6a1b28c57053d22b583760f39612126e Sniper rifle: github.com/Admer456/hl-sdk-videos-src/commit/7c09550d5852965e1a08f2222abea41a8e0c41f3 Dual-wield pistol: github.com/Admer456/hl-sd...
CS2 smoke and software water in Half-Life [Status 456]
มุมมอง 65K11 หลายเดือนก่อน
Oh yeah and there's real-time moss, too! So much stuff, so little time... Software water shader: www.shadertoy.com/view/ctXyW8 Software water code: github.com/Admer456/halflife-adm/tree/experiment/real-moss-v2.0 CS2-style smoke in Godot: th-cam.com/video/zNbku2qrtDM/w-d-xo.html CS2-style smoke in HL SDK: github.com/Admer456/halflife-smoke Elegy Engine: github.com/ElegyEngine Chunk visibility cu...
Half-Life SDK Programming #4.1: Creating new weapons
มุมมอง 6Kปีที่แล้ว
Creating NEW weapon classes! Let's go! The video is a bit rushed so I could release it right before Opposing The Bar, closed captions and cards will be added tomorrow, sorry! Update 30-Sep-2023: Added subtitles! Source code of this tutorial: Desert Eagle: github.com/Admer456/hl-sdk-videos-src/commit/e88b230cc2db7ad680ac5bacafbde956b56df811 BetterWeapons integration: github.com/Admer456/hl-sdk-v...
Status 456 - May 2023
มุมมอง 1.7Kปีที่แล้ว
29-Dec-2023: New thumbnail! September '22 to June '23, quite a bit has happened! This time I decided to experiment a bit in the way I present things. Some new gimmicks here'n'there. Timestamps: 00:00 - Intro 00:19 - New keyboard 01:02 - It's almost summer! 01:48 - Inb4 cooking channel 02:17 - BeamNG Drive mini review 02:38 - Deep Rock Galactic mini review 03:08 - Blade of Darkness mini review 0...
Half-Life SDK Programming #4: Weapons
มุมมอง 4.9Kปีที่แล้ว
A gentle introduction to Half-Life's weapon system. Source code of this tutorial: github.com/Admer456/hl-sdk-videos-src/compare/06fd9f4~3...06fd9f4 My Discord server: discord.gg/tneyeuhgxH The Whole Half-Life: twhl.info/ BTW you can support me on Ko-fi: ko-fi.com/admer456 Timestamps: 00:00 - Intro gag 00:23 - The topic 00:57 - Where everything is 01:16 - Base weapon class 02:18 - From CBasePlay...
Half-Life SDK Programming #3.5: Lasers and sprites
มุมมอง 2.1Kปีที่แล้ว
They are basically everywhere in Half-Life, from muzzle flashes, to vortigaunt zaps, to the resonance cascade itself. Did you also know they're very simple to use? Source code of this tutorial: github.com/Admer456/hl-sdk-videos-src/blob/master/dlls/Video_3.5.cpp My Discord server: discord.gg/tneyeuhgxH The Whole Half-Life: twhl.info/ Timestamps: 00:00 - Intro gag 00:45 - The topic 01:06 - Sprit...
Half-Life SDK Programming #0: Introduction
มุมมอง 25Kปีที่แล้ว
Ever wondered how Half-Life 1 works on the inside? Well, you've come to the right place. Sit back and enjoy as I take you through Half-Life SDK code, block by block of code. My name's Admer, and I've been writing Half-Life modding tutorials for the past 7 years, influencing possibly hundreds, if not thousands of people and their maps & mods, hopefully in a positive way. I've worked on WAR: The ...
Half-Life SDK Programming #3.4: Temporary entities
มุมมอง 2.1Kปีที่แล้ว
Temporary entities, such fine and underused things in Half-Life. With them, even if you just change parameters around and swap out some sprites, you can achieve cool new effects. In this video, we learn about the basics of using them, and I present you a buncha different examples to try out. Timestamps: 00:00 - Intro gag 00:29 - Introduction to the introduction 01:09 - The problem 01:52 - No mo...
Half-Life SDK Programming #3.3: Advanced animation
มุมมอง 3.1K2 ปีที่แล้ว
In this video, we'll talk about attachments, controllers, hitboxes and animation events. Not how to make them! But how to program for them. Timestamps: 00:00 - Intro gag 00:30 - Introduction 00:46 - Attachments 01:22 - Attachment example 02:50 - Spawning entities through code (GetClassPtr) 03:19 - Controllers 04:29 - Hitboxes 05:06 - How to decompile models 05:32 - Hitbox example intro 05:50 - ...
Status 456 - August 2022
มุมมอง 1.2K2 ปีที่แล้ว
Let's see what's been going on between April and August 2022. TL;DR I publicly announce my Discord server, talk about some college stuff, how Half-Life turned my life for the better, and a couple of other things. I recorded my voice straight after waking up, so I may be a little quiet and lacking energy in this one. Hope that's fine. Timestamps: 00:00 - Intro 00:07 - Discord server 00:34 - Coll...
Half-Life SDK Programming #3.2: Animation
มุมมอง 3.9K2 ปีที่แล้ว
Animated models! FINALLY. Here we'll learn about playing animations on animated models and sprites, and a little bit about bodygroups and skins. And yes, I'm finally back. Timestamps: 00:00 - Intro gag 00:17 - Introduction 00:59 - What are bones and keyframes? 02:13 - Half-Life's animation system 02:43 - Animation variables in entvars 03:27 - Analysing a Half-Life model file 04:13 - CBaseWHAT N...
Half-Life SDK Programming #3.1: Vector maths
มุมมอง 4.2K2 ปีที่แล้ว
Half-Life SDK Programming #3.1: Vector maths
16 minutes of real-time moss in Half-Life
มุมมอง 9K2 ปีที่แล้ว
16 minutes of real-time moss in Half-Life
Half-Life SDK Programming #2.5: Enhancing existing entities, trigger_timer
มุมมอง 3.2K2 ปีที่แล้ว
Half-Life SDK Programming #2.5: Enhancing existing entities, trigger_timer
Half-Life SDK Programming #3: Tracelines
มุมมอง 4.3K2 ปีที่แล้ว
Half-Life SDK Programming #3: Tracelines
Half-Life SDK Programming #2.4: Finding other entities
มุมมอง 2.7K2 ปีที่แล้ว
Half-Life SDK Programming #2.4: Finding other entities
Half-Life SDK Programming #2.3: Keyvalues and save-restore
มุมมอง 2.5K3 ปีที่แล้ว
Half-Life SDK Programming #2.3: Keyvalues and save-restore
Half-Life SDK Programming #2.2: Entity properties and precaching
มุมมอง 3.7K3 ปีที่แล้ว
Half-Life SDK Programming #2.2: Entity properties and precaching
Half-Life SDK Programming #2.1.2: Modular entity functions
มุมมอง 3.4K3 ปีที่แล้ว
Half-Life SDK Programming #2.1.2: Modular entity functions
Half-Life SDK Programming #2.1.1: Player use and TakeDamage
มุมมอง 4.6K3 ปีที่แล้ว
Half-Life SDK Programming #2.1.1: Player use and TakeDamage
Half-Life SDK Programming #2.1: Think, Touch, Use
มุมมอง 7K3 ปีที่แล้ว
Half-Life SDK Programming #2.1: Think, Touch, Use
Half-Life SDK Programming #2: Creating a new entity
มุมมอง 11K3 ปีที่แล้ว
Half-Life SDK Programming #2: Creating a new entity
[OLD] Half-Life SDK Programming #1.1: Additional setup
มุมมอง 8K3 ปีที่แล้ว
[OLD] Half-Life SDK Programming #1.1: Additional setup
Hi a had troubles at the time of building, so if you are experiencing a bunch of errors at the build time try to check if you have the Windows 10 SDK installed, this fixed my build problems ;)
Dude, you're a lifesaver. big thanks!
Here is littile trenchbroom tip you can extrude a new object from a face with shift-ctrl-drag
so i have multiple questions for trenchbroom, how do i set the skybox to any one i want (i want to use the unused city skybox), why are my fences not working how fences work in real life (they don't have transparency in the spots they are supposed to have transparency), and how do i make transparent surfaces?
Yeah so these are independent of TrenchBroom, it's the same procedure in either map editor: Skybox: select a brush that isn't an entity, go to the Entity tab and change the "skyname" property. For example, typing in "city" will look for gfx/env/cityft.bmp, citybk.bmp and others. Fences: if you use a texture whose name starts with an open curly brace, it is transparent. You must convert the brush into an entity (func_wall) and it needs to have "rendermode" set to Solid, and "renderamt" set to 255. Transparent surfaces: same as above, just use the Texture rendermode and a renderamt somewhere in the middle, like 128. If it doesn't look transparent in-editor, it will still be correct in-game if you have the right entity properties.
@@Admer456 thank you very much for your help, i have one last question i forgot to mention, how do decals work exactly?
@@Admer456 also how do i do level transitions? i'm making my own mappack inspired by the hl2 beta.
Hey, thx for the tutorial. Do you know if it's possible to automatically run a batch file after the compiling is finished? I've to, but it gives an error "w_loadwadfile couldn't load gfx.wad" which should not even be related to the Run tool command. I guess that it doesn't run the windows cmd.exe normally, so my .bat fails. The .bat runs normally when I execute it via double click from the explorer.
@@theprogrammer8200 It should be possible, so long as your working directory is correct
now watch paint dry
Hello i have a problem , In my project.sln there is hl_cdll and hldll but in it there is only ''debug , release win 32" PLZ HELP ME
What's the problem exactly? hl_cdll and hldll are the projects, while Debug and Release are the configurations
@@Admer456 i dont have the game file like the monsters and all .. or i cant find it
@@dokkan4892 I really don't understand. Can you add me on Discord or Steam so you can send screenshots?
i know, 3 years later but, why is the item suit not working? when the player puts it i dont see the hud and you cant change weapons
@@FSK257 Did you compile both DLLs? hl.dll and client.dll synchronise things between each other, especially HUD events and weapons
@@Admer456 i didnt, thanks bro lol
the changes ive made to the code doesnt apply to the mod itself, is there a reason?
There can be many reasons: * you are not launching the mod itself * there might be compile errors, check the output log * maybe the DLL files aren't copied to the right place (client.dll goes into cl_dlls, and hl.dll goes into dlls)
@@Admer456Nope everything seems fine with that
@@elt1ma794 Have you enabled "developer 1" in the console? You need it to see ALERT() messages
I love your videos man, you explain everything with a lot of detail and very slowly. I love it. When will the next video come out?
@@cazadorcazado08 Thank you! A while ago I posted a poll and people voted for a new programming video. I started editing that one recently, so I'm hoping to have it released by the end of this month After that I'll make another programming video to finish the weapons chapter, and then I'll continue the mapping series a little more
Shyeeet , ok 👍 I will be back in 3 months with coding under my tool belt.
This helped me a ton, tysm for making this video! I used to map for hl a while back using the sdk but now due to making maps for quake 1 and 2 I got really used to TrenchBroom and now knowing how to set up half-life for it means that I can use my skills to make way better maps than ever before! Thanks again and I hope you have an awesome day :3
@@Vendicator I'm super happy this was useful to ya. Happy mapping!
@@Admer456 I hope you continue to do more tutorials such as this one, they are really helpful, also if I may ask you something, how would one add brush entities such as func_detail to trenchbroom? They are really, really essential and the base hl fgd doesn't have em' of course.
Nvm, figured it out by myself, got zhlt, sorry for the yt ping or whatever its called. Again, hope you have a great day!
@@Vendicator Should be more or less explained in TWHL's TrenchBroom guide: twhl.info/wiki/page/Tutorial%3A_Setting_up_TrenchBroom_for_GoldSource_games#FGD_files zhlt.fgd comes with VHLT, and you may create a combined FGD that includes zhlt.fgd and halflife.fgd basically.
what if i by mistake click cancel on retarget projects?
No big deal, you just do it again
vhetutor not mentioned, sad
@@vhetutor I'm sorry, I forgor x.x
@@Admer456 to be fair i haven't been super active over the years, but ive been here since 2008
@@vhetutor I'll make up for it in the next mapping video, gonna link your stuff in the description here too. I feel that's fair
@@Admer456 i appreciate it :D sometimes i feel like i fly under the radar a lot with all these other tutorial channels popping up, despite probably being the oldest channel 😂 everyone else is really good though so im happy for them
damn, just noticed that like, 50% of discord demonstration in 4:40 - 4:52 is just me yapping about code not working, which i didnt even understood lol i gave up on hl sdk like a year ago or smth and hopped on ue4, it really helped me to understand how games themselves and games programming work on basic level, now im trying to mod minecraft and stuff works! (i could not believe that i got even a slightest understanding of how this game works) personally, for myself i dont really see any point in learning hl sdk for now as ue4 covers all my needs, but ill return to it someday, just for fun. now im trying to really learn how to program stuff and get a deeper understanding on how games work in general
@@dxii_real Character development arc :0 But for real, I'm glad you found something that motivates you and works well for ya, and that you're learning how other games work too. It doesn't have to be Half-Life, some of the ideas and concepts I show are more or less universal
3:08 WHAT IS THAT TERMINAL??? I NEED IT NOW!!!!
It's Windows Terminal with the oh-my-posh extension to show the Git repository and such
@@Admer456 thanks
valve just pushed the hl25th anniversary code to github!!!!!
Mhm I saw :o It's super cool of them
how are you making particles + where can i get some cool particles ? i mean which entity u use cuz sprites like facing the camera not showing in 3d as particle
The engine doesn't have a proper customisable particle system, so your best option is env_shooter. It can spew sprites that bounce around, typically used for water droplets and similar things.
@@Admer456 Thanks man!
@@Admer456 for more clearly, what entity u used here to make that 3d fire particle 0:56 and that fire is a sprite or beam or what, please tell me from where did u get those particles
@@scottbanana7065 This can be achieved with env_shooter, and you can find sprites in Half-Life's "sprites" folder (steamapps/common/Half-Life/valve/sprites)
Now, i may have used this tutorial for source, but this kinda helped.
@@Captured.-fr3mu I am impressed and lowkey terrified
Omfg thank you so much, I spent hours trying to find out how to use wads, omfg I hate myself rn. Thank you so much
A million likes to you sir
You're welcome! Also don't worry, the first obstacles tend to be the hardest
question what animal specieses is ur profile picture admer456?
@@TheWarriorX454 That would be an Arctic fox
@@Admer456 oh ok
me being a failure of a programmer, this is the most intimidating coding playlist introduction ive watched so far lol i love the video though, its got a lot of information but it does bring back images of my content heavy "Data Structures and Algorithms" university paper (which i failed 3 times) havent started coding yet but fingers crossed it goes okay might cry later
@@arrowspawn2ndchannel It's okay, I failed DSA 2 times and along with 8 other failed subjects, I have basically given up on college It is meant to be intimidating, by the way. I'm just showing the reality of what you need to know, so you can have a fairly smooth ride in HL SDK. But you'll be fine. Read and study the code, so you can know what does what, so you can know what to edit once you have a particular feature in mind Also you can just ask me for explanations, that's partly what I'm here for lol
When you pass to source? 😢
@@warrior.png495 What?
@@Admer456 *pass to source
@@Admer456when you pass to source
You mean, when will I move on to Source? There's no need, there are already so many Source tutorials out there, it's GoldSRC that needs them.
@@Admer456 lol 😆
The effect you achieved here is even better than stock SW or HW water since it keeps animated stretchy water texture underneath the shimmering ripples effect and 3D waves from HW (as opposed to just static water texture itself in SW) - the best of both worlds
I mean make tutorial if you know
@@KardiOff No plans for Source tutorials at the moment
@@Admer456 but that was be realy cool beacose now idk how to do it on TH-cam is no more normal vidio how to create mod on source engine and how to make from 2006 to 2013 base , beacose i dont found the one important file for 2013 and on this moment i don't know how to do it ☹️
I have question do you know how to make mod on half life 2 , and do you in your plan make it
@@KardiOff Yes, I've worked on Source mods before. No, I don't have plans for that
That's cool. I suspect it was meant to be some kind of hazardous xen moss. Because Gabe said that he thought moss (or perhaps time-based entities in general) would enable "a lot of interesting gameplay". And why else would it grow so quickly? Also, keep in mind that he wanted moss in Half-Life even up to late Half-Life 2 development. At that point, they had left the idea of realism, far, far, behind. Or maybe moss was just a long running gag at the office. So, for his and his team's pleasure or something (or just out of habit), he talked about moss in interviews. An internal joke that got lost on the readers.
@@starlight_garden I made this as a sort of joke, to make fun of the HL alpha/cut content community. In 2022 I saw a lot of people memeing about the realtime moss, and I thought it'd be funny if it was made for real (still gotta actually fix this up for the 25th anniversary and finish the project) I personally believe Gabe was trynna get some more attention to the game with that detail, and later it became a running gag.. the origin story of Judith Mossman
@@Admer456 That's a reasonable theory too. I don't know what I thought the purpose of this mod and video was, so much weird stuff on the internet, but I enjoyed it!
I always thougt Mossman was a bad name. Makes sense now.
@@starlight_garden Yee, glad you liked it!
Could you do one on hl2?
@@gearsgamer7115 I could, but aren't there plenty Source mapping videos out there? I don't really feel it's necessary
ChatGPT ✅
@@KSBN-CCB I wouldn't recommend it. Especially for HL programming. It spits out code that LOOKS like it fits the Half-Life SDK, but it's mostly just hallucinating. I wouldn't trust it to understand the essence needed to properly explain its code snippets either It's much better to just focus on learning C++ and reading Quake code, HL SDK code etc. to gain an understanding of what it does and talk to people about it
@@Admer456 Im making my own game based off hl2 and it's gonna be totally unique, I don't have time to learn c++
If you're only looking to get the end result - without any interest in learning the craft - you are absolutely setting yourself up for long-term failure. But in either case I wish you luck
Bro if you now and can , can you make please tutorial how to make multiplayer death match game on gold source , look like death match classic
There is already code for Deathmatch Classic, you can find it on GitHub. I will probably not make a tutorial about that specifically.
@@Admer456 yeah u found it but in filecopy i dont Found mod directory
@@Admer456 can you tell den what i must make because idk
Well, Half-Life already has a deathmatch mode. The rest should just be imitating all of the DMC weapons (I have a chapter on weapon programming), and replacing the Half-Life models with DMC models.
@@Admer456 nah bro i talk not about dmc i mean i want to ask the deathmatch mode in half life when you make a mod its already works ?
good evening... one quick question... how do I add pain and death sounds to the player just like deathmatch classic and team fortress classic?
There are already pain & death sounds. In player.cpp, in CBasePlayer::Pain, it randomly plays "player/pl_pain5.wav" to "player/pl_pain7.wav". All you need to do is change those sounds, while keeping the same name. Sorry for the late answer!
but the pain sounds only sound when the player is torn to pieces, I mean if there is a possibility of those sounds sounding when being shot or fractured
Hmm. I'm thinking. If you don't wanna write custom code, you can get away with modifying sentences.txt. You'd be replacing the HEV suit line with a simple pain sound in that case. Otherwise, look at the CBasePlayer::TakeDamage function. You will see that it plays sentences "!HEV_DMG0" to "!HEV_DMG6" depending on the type of damage. You can simply add a call to Pain() in there.
@@Admer456 ok thanks...
I love following these tutorials while learning programming to test the skills I've learnt, its like an exercise.
Now make one for half life 2
@@i_0339 One day
are you eventually going to make a video where you combine a series of maps and make it into a single player mod like afraid of monsters but without the custom textures and models?
@@NotGavinV That sounds like a custom campaign/map pack, but we'll see. I'll def. have a video on level transitions, cuz' those are a bit tricky
@@Admer456 do you recommend someone who has the knowledge in this?
@@NotGavinV I dunno if there's any videos about it, but here's a written guide: twhl.info/wiki/page/Tutorial%3A_Changing_Levels
Bro thanks for tutorial that was my dream of my life to make mod on Half-Life by gold source , i can't it explains , i actually found tutorial for gold source trough 1 year and now i actually found it , thanks (sorry if i ride the text incorrect i don't know English pretty good ) again thanks 😄
im not half life programming, however anyone who is willing to make a tutorial on a niche thing such as this i respect...
Studying for tomorrows exam ❌️ Watching a playlist full with gold source SDK tutorials ✅️