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Found 8 results

  1. After browsing many tutorials and looking for help, I finally figured out how to add skins to the server. This method is only for adding skins, not editing them. Also this is for a server with Metamod/SourceMod, because there is a plugin I use for skins. For this TuT, I will show you how to hack skins onto your server. I am still working on fixing the skins so they look perfect, but for now there are a few bugs. Setup Software Needed: - GCFScape (Download Link: http://nemesis.thewavelength.net/index.php?p=26 - MDL Decompiler (Download Link: http://steam.gamebanana.com/tools/5083) - This one worked for me, if it doesn't work for you, you can just google for other ones. - You do have to put this in the sourcesdk folder. (sourcesdk>bin>ep1>bin) - GUIStudioMDL (Download Link: http://www.wunderboy.org/apps/guistudiomdl2.php) - Source SDK (Get it through steam) - zBzipper (Download Link: http://css.gamebanana.com/tools/1495) - SourceMod/MetaMod installed on server. - Sm_Skinchooser_hl2dm 2.3 (Download Link: https://forums.alliedmods.net/showthread.php?p=780243) Folder setup: This is how I setup my folders and applications: http://imageshack.us/photo/my-images/593/zm1a.png/'> I recommend setting something up like this, so you don't have to go looking around and figuring out where stuff is. As stated above, you need to place the MDL Decompiler in the Source SDK folder. (SourceSDK>bin>ep1>bin) Find and Decompile
  2. Sorry for bad English. But, I want to inform to you guys. Reason of why I writing this, MurderCron who is Xblivious servers' owner deleted his own posts. (Like a information of scripts) Casual: Infinite Respawns (Have tokens: on 5 seconds | No tokens: on 30 seconds) Can get melee weapons or guns when round starts Can get tokens when players killed 10 zombies on every maps. (Includes NMO, NMS maps) *Token: When you killed a lot of zombies, you can get tokens which are when you died by zombies, you can respawn on 5 seconds. Or if RespawnAllowed is enabled (If you want to know this thing, scroll down!), you can respawn even you have no tokens. --- Classic: No Infinite Respawns Token systems only enabled on NMS maps. Can't get token when playing on NMO maps. Can get tokens when players killed 40 zombies on NMS maps. --- Nightmare: No Infinite Respawns Token systems disabled on every maps. (Includes NMO, NMS maps) Infection change is 86%. (Casual, Classic: 2.5%) - Devs said nightmare difficulty's infection chance is 85%. Zombies spawn change on OBJECTIVE (NMO) maps is 150% (Casual, Classic: 100%) Can't see players name --- THIS IS HOW TO MODIFY DIFFICULTY SCRIPTS 1. You need to get .bat files decompile .ctx scripts or see 'this topic'. If you want to get .bat files, see this. Original .bat file from https://forums.alliedmods.net/showthread.php?t=198004 I modified .bat file and also added new .bat file which is compile .txt to .ctx - DOWNLOAD .BAT FILES - https://drive.google.com/open?id=0B7N7_II_bqbUNmhuTnA3UWlBSTA 1. Go to Server folder\nmrih\scripts\difficulty, and put .bat, .exe things on that folder. 2. and drag & drop .ctx files on .bat 3. Type 7 and Press Enter... It will create .txt (Decompile) or .ctx (Compile). If you decompiled difficulty scripts and want to modify these scripts, scroll down! --- TokensEnabledObjective - If this thing is enabled (1), token system will be enabled on server which current map is NMO maps. If this thing is disabled (0), token system will be disabled on server. KillsPerTokenObjective - If this thing's value is 10, you can get tokens when you killed 10 zombies on NMO maps. TokensEnabledSurvival - If this thing is enabled (1), token system will be enabled on server which current map is NMS maps. If this thing is disabled (0), token system will be disabled on server. KillsPerTokenSurvival - If this thing's value is 10, you can get tokens when you killed 10 zombies on NMS maps. RespawnAllowed - Enable/Disable Infinite Respawn (1/0) RespawnWithWeapon - Allow get weapons when players spawn/respawn NearbySpawningEnabled - Allow players respawn near the players (Oops. Bad English warning!) SpawnGrace - Currently, I don't know about details of this. SpawnGraceWavePercent - Currently, I don't know about details of this. ResetTokensOnNewWave - Like a old versions, when players survived on wave 2 or whatever, this removes players tokens. RemoveInflictionsOnNewWave - When players survived on wave 2 or whatever, this removes infection of players. HealAmountOnNewWave - When players survived on wave 2 or whatever, this will heal the players (Increase current HP | If players' health is max, this dosen't heal the players) InitialTokenCountObjective - If this thing's value is 3, in NMO maps, you can get 3 tokens on round start. InitialTokenCountSurvival - If this thing's value is 3, in NMS maps, you can get 3 tokens on round start. ZombieHealth - Set zombies' health ZombieSpawnDensity - Spawn chance of zombies when players playing on NMO maps. BrainStemMode - On 1.09.4, Devs added 'Brain penetrate mode'. It is when bullets penetrate zombies' head between eyes and nose, any firearms can killed zombies by one shot. InfectionChanceModifier - Chance of Infection (Sometimes, It seems like stucked on 2.5%. But... I don't know about details of that.) FriendlyFireModifier - Damage percentage between me and another team-mates (If you Increase this thing, if mp_friendlyfire is enabled, this will cause hardcore or PvP) RunnerSpawnerChance - Runners' spawn Change (If you increase this thing, It will be hard) ChildSpawnerChance - Kids' spawn Change (If you increase this thing, It will be 'Children's Day'. LOL DisplayPlayerHealth - Show players health (You can see other players' health which colored like a green, orange and red.) Difficulty: Casual Difficulty: Classic Difficulty: Nightmare When you finished to modify difficulty scripts, compile .txt and overwrite original difficulty scripts! (If you want to back up original scripts, back up that then.)
  3. This is how you edit the nav mesh to make the zombies jump down from things or climb up to something. Video: http://youtu.be/4fUvhOkov6s Text: Start the map and type this in the console: nav_edit 1 go to where you want them to jump and draw an area out over the jump using these commands: nav_begin_area nav_end_area then mark your new area: nav_mark select the corner that is in the air: nav_corner_select (make sure you have the right corner selected, if not, just type the command again and next corner will be selected) nav_corner_place_on_ground the area should now stretch over the jump, do it with the other corner also: nav_corner_select nav_corner_place_on_ground mark it as a jump area: nav_jump then connect it to all the other areas: nav_mark move mouse over the area you want to connect and type: nav_connect to make the connection bidirectional: nav_mark move mouse back to old area nav_connect do this so that all areas are connected with a teal line. nav_save restart Might be hard to follow. But just watch the video. Hm... I think the quality of the video will improve after youtube has properly processed it. And yeah, if you work with the nav mesh you should probably bind the commands to keys by typing: bind x command for example: bind j nav_jump Now when you press j you will create a jump area. Edit: Oh, and thanks to durkhaz who showed me how to do it.
  4. I made this on the map that Atheist made for me, the one I requested with all items and weapons and stuff. Feel free to have a look: http://steamcommunity.com/sharedfiles/filedetails/?id=632183258 Or directly on youtube: part 1: https://youtu.be/6TqHhFhdQQ8 part 2: https://youtu.be/a_D-IONW2RE part 3: https://youtu.be/xR6uXSACWYU
  5. Hello fellow mappers! As you might or might not have noticed, the recent 1.07.9 update introduced a brush entity called http://www.nomoreroominhell.com/wiki/Nav_Blocker_Setup'>func_nav_blocker. For those of you who never heard of it, let me tell you this: it's kind of a big deal. Why? What does it do? It can toggle the nav areas in it's volume on and off and thus forcing the AI to recalculate their routes. That means they won't just take the shortest route and run against an obstacle (a closed door for instance). Wow that's so cool, how do I use it? You place a brush entity called "func_nav_blocker" where you want to manipulate the nav areas. The entity has two inputs of interest: "BlockNav" and "Unblockav". Use those two to toggle the areas in its volume on and off. Anything else I should know? Yes. You might want to be careful which areas you toggle. It will manipulate all the areas that touch the entity, no matter how big they are. If you disable a nav area with zombies currently inside of it, they might get stuck and won't find a way out. To see what areas are affected, load up your map, and type this in console: "sv_cheats 1; nav_edit 1". Disabled nav_areas will be marked by a teal square as shown here: Tip: an useful tool to cut a big nav area into smaller ones is "nav_split". Always remember to nav_save and nav_analyze after modifying the mesh. I guess that's all there is to know. I made https://dl.dropboxusercontent.com/u/1676604/nav_blocker.zip'>this test map (nav and vmf included) just in case you want to see a live example. Have fun!
  6. Hey! I've have a suggestion for a Singeplayer mission with a little bit of story that which will teach new players how to play the game and at the same time give a feeling of "The end of times" when you struggle to survive the apocalypse. So I have a basic script for the mission and I thought that I'd like to see what the community thinks about it, enjoy ! You are a unnamed main-character who's at your friend Matt's BBQ party at his backyard. You'll be introduced in that safe enviroment with basic Movement mechanics such has jumping , sprinting and such, your friend Matt will also ask you to light the grill with your Lighter so the player learns how to equip it. After a while It's time have fun by destroying an piƱata which introduces the player to melee mechanics. After the basic tutorials, Matt wants you to follow him and get some beer to your friends in the backyard. You walk down to the basement with Matt and he grabs some drinks, but one your way up you hear a screams from the backyard and Matt drops the beer due to the suprise. You and Matt run to the backyard and to your fear you see people feeding on your friends. You and Matt hides upstairs and see other people at the street get attacked by the zombies and the TV's broadcasting a repeated message to warn the public about the Zombies. You and Matt decides to leave his place and head out of the city via the cannal where the evacuation is held . You attempt to get there throught the street but realise that the city has been turned into a death-trap so you and Matt have to get there by going throught the Metro leading to China Town (The Map). On the way you'll require a firearm from at deadpolice officer and you'll learn how to check the amount of ammo you have. When you finally have come to the end of the metro, Matt reveals that he's been biten and he tells you to shoot him and you'll learn that if teammates are infected you can kill them before they turn. When you shoot him the screen turns black and you hear the echo of your gun shot slowly fade away... So what do you think, does this sound good ?
  7. Hello everyone, How about those who are experienced in map making, if they have time, conduct an online live lesson to demonstrate the basics of how to make a map? It can be done with a free video chat website such as tinychat. I think this would maximise the number of mappers in these forums. Let me know what you think. Kevin Canuck
  8. http://www.youtube.com/watch?v=Vexy6ODsJVk Just a game of me and my friend playing NMRiH! Can you please post feedback on the video Thanks And I already know I need to turn up the brightness by the way