What Hammer Needs (or may need)

Wandering Dude | trade.tf

L1: Registered
Feb 15, 2021
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- Triggerable weather, triggerable skybox changes and triggerable environment light changes.
- Health and ammo packs affected by physics.
- Being able to make custom animations for a model in Hammer.

Making mods for this is possible, right? It'd be real nice to have this added!
 

Wandering Dude | trade.tf

L1: Registered
Feb 15, 2021
18
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Actually, I might be able to make one by getting out a healthpack prop and putting it on a prop_physics_multiplayer entity, then parenting a trigger_hurt to it,
and making the damage it deals negative (Also make the prop aswell as the trigger disapear for about 4 seconds after they are touched) and it should be done, only need an idle healthpack prop, one that doesn't spin around.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
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- Triggerable weather, triggerable skybox changes and triggerable environment light changes.
All of these are already possible, and in fact toggleable weather and lighting are quite easy (although the latter is fairly ugly). While Source does support toggleable lights, it's not a huge fan of them and the lighting generated for toggleable lights isn't bounced, making it look less realistic.

Health and ammo packs affected by physics.
What would the point of this be?
 

Wandering Dude | trade.tf

L1: Registered
Feb 15, 2021
18
1
All of these are already possible, and in fact toggleable weather and lighting are quite easy (although the latter is fairly ugly). While Source does support toggleable lights, it's not a huge fan of them and the lighting generated for toggleable lights isn't bounced, making it look less realistic.


What would the point of this be?
Can you please tell me how? You can't disable rain therefore you can't trigger rain. Adding the value will do nothing, I tried.
And I wasn't talking about normal lighting, I was talking about the light_environment entity.
And health and ammo packs affected by physics could be used to make them fall out of an apple tree prop or they could pop out of a crate etc.
 

Wandering Dude | trade.tf

L1: Registered
Feb 15, 2021
18
1
All of these are already possible, and in fact toggleable weather and lighting are quite easy (although the latter is fairly ugly). While Source does support toggleable lights, it's not a huge fan of them and the lighting generated for toggleable lights isn't bounced, making it look less realistic.


What would the point of this be?
Also no, you can't make custom animations in Hammer sadly.
 

iiboharz

eternally tired
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Nov 5, 2014
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Can you please tell me how? You can't disable rain therefore you can't trigger rain. Adding the value will do nothing, I tried.
And I wasn't talking about normal lighting, I was talking about the light_environment entity.
And health and ammo packs affected by physics could be used to make them fall out of an apple tree prop or they could pop out of a crate etc.
Weather can be toggled because it's created using the info_particle_system entity which has inputs for starting/stopping the particle.

Lights can be toggled as long as they have a targetname keyvalue (including light_environment, but you have to add the keyvalue manually withn SmartEdit turned off) with the TurnOn and TurnOff inputs, but as Spud Lord said, the lighting will not look very good because the lighting that named lights produce isn't as high quality as completely static lights, so that's the one thing I would absolutely recommend against.

The ammo/health kit physics thing serves little purpose.

If you really want to animate something just learn how to use Blender.