How do I add Counter-Strike (TTT) weapons to Half-Life 2 Base?
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I have finally figured out how to use the Hammer Editor. I opened it up and started creating maps on the Half-Life 2 "Base". However, I am making the map for TTT for Garry's Mod, which I presume uses Counter-Strike weapons like the sniper and the shotgun. How do I get Counter-Strike weapons into the Half-Life 2 base map I am working on?
I do not own any Counter-Strike games.
Best Answer
Quite a simple answer... and silly I didn't find it in the first place.
With the ttt.fgd file installed, I got an entity and named it to weapon_zm_(Weapon type). This came up as an error in H.E, and while playing HL2 nothing showed up, but in Gmod it showed up and worked.
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How do you add weapons in Half Life 2?
All Half-Life 2 cheats for weapons and items need to be entered in the form of weapon_[weapon_name] or item_[item_name]. So as an example if you would like to give Gordon a stunstick, simply type weapon_stunstick in the console.How do you add weapons in GMOD?
Garry's Mod You need to spawn the weapons to use them. Hold q and click the weapons tab at the top. a list of all weapons should be there.How do I change my default weapon in GMOD?
Start a game, hold down Q , and click the tab that says "Utilities", A.K.A the tab to the right of the tab that says "Tools". Then click the thing under "ADMIN" that says "Settings". When you click on it, there will be some boxes with checkmarkss in a couple of the boxes. Look for the box that says "Enable weapons".How do you pick up spawned weapons in GMOD?
- Player must aim at the weapon they want to pick up. - If enabled, player can hold their +use key and walk over weapons to pick them up rapidly/automatically. If disabled, player must press their +use key per each weapon they want to pick up.When HL2 Weapons Are Too Boring (HL2 Weapon Attachments) | Garry's Mod
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Answer 2
If you do not own or have CS games installed you can not use their materials, since you just don't have them. You can't generate materials out of thin air.
However, using CS (and other games) related content work pretty much straight forward by just using that game as a configuration template or by creating a new Config for Source SDK as described below.
Please note, that players using your map will be required to own the game(s) you used to make your map or they will get errors at places where (insert not owned, but used games here) materials were used or run into other trouble, like game crashes.
Anyway, here is how you do it:
Choosing a Configuration
By default, Hammer has no "Garry's Mod" configuration. It is possible to create one, but it may not actually be what you are looking for. The "Garry's Mod" configuration features no extra "Valve" content except for what "Half-Life 2" and "Garry's Mod" itself comes with, and any other content will be custom content. This means that if you do not need to use any custom content you have present in your "Garry's Mod" folder, you should use a configuration below instead, so that you gain access to a far larger amount of "Valve" content.
- If you have "The Orange Box", you should use the Half-Life 2: Episode Two configuration. You should use this because it contains the newest "Source" technology and has a huge amount of "Valve" content. It is recommended to use this over any other configuration.
- If you do not have "The Orange Box", you should use the "Counter-Strike: Source" configuration. You should use this because "Counter-Strike: Source" is owned by a large amount of "Garry's Mod" players and using any of it's content will not be a problem.
- If you do not have "Counter-Strike: Source", you should use the "Garry's Mod" configuration. You should use this because it is better than using the "Half-Life 2" configuration.
It is possible to copy any "Garry's Mod" content you may have into the "Half-Life 2: Episode Two" game folders so you can use it while using the "Half-Life 2: Episode Two" configuration. The same can be done for "Counter-Strike: Source", and any further content you may want to create a large all-in-one configuration.
If you still decide on using a "Garry's Mod" configuration, perhaps for the purpose of creating an all-in-one configuration, read below.
Creating the Configuration
The "Garry's Mod" configuration must be created on the "Orange Box" half of the "Source SDK". If you create it on the "Episode One" side of the "Source SDK", it will not work properly or at all.
Create new configuration in Hammer, call it "Garry's Mod" (Tools > Options > Edit > Add)
Game Data Files: (orangebox/bin)
- HalfLife2.fgd = Ep2 (HL2 aswell)
- base.fgd
- cstrike.fgd = CS:S
- dod.fgd = DoD:S
- hl2mp.fgd = HL2:DM (could be needed)
- portal.fgd = Portal
- tf.fgd = TF2 *(garrysmod/garrysmod) Garrysmod.fgd (OPTIONAL)
Default Point Entity class: info_player_start
Default SolidEntity class: func_detail
Cordon Texture: tools/toolsskybox
Game Executable Directory: $SteamUserDir\garrysmod
Game Directory: $SteamUserDir\garrysmod\garrysmod
Hammer VMF Directory: (VMF saves for Garrysmod) (Choose a place like $SteamUserDir\garrysmod\garrysmod\maps\vmf)Now go to the last Tab, Build programs..
Game Executable: $SteamUserDir\garrysmod\hl2.exe
BSP $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
VIS $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
RAD $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
Place compiled maps... $SteamUserDir\garrysmod\garrysmod\mapsIt will say that the changes will show when you open Hammer another time but you need to restart the Source SDK as well in order you use your new config.
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