Retinal scanners: Difference between revisions

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{{Underlinked|date=January 2024}}
|zh-cn=Retinal_scanners:zh-cn
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{{Abstract Mapping}}
{{Abstract Mapping}}
==Half-Life (Goldsource)==
=={{Half-Life|4}} (Goldsource)==
The primary entities of a HL1 scanner are listed below. A complete tutorial (which is the source of the listed information) can be found [http://collective.valve-erc.com/index.php?doc=1047433496-46754900 here]
The primary entities of a HL1 scanner are listed below. A complete tutorial (which is the source of the listed information) can be found [http://collective.valve-erc.com/index.php?doc=1047433496-46754900 here]
* The player triggers (via a [[trigger_once]]) the whole sequence
* The player triggers (via a {{ent|trigger_once}}) the whole sequence
* The barney walks over to the scanner performs his "retina" animation ([[scripted_sequence]])
* The barney walks over to the scanner performs his "retina" animation ({{ent|scripted_sequence}})
* The scanner model (a [[func_button]]) is activated so it flashes
* The scanner model (a {{ent|func_button}}) is activated so it flashes
* Some sounds ([[ambient_generic]]) are played to show that the scanner is operating
* Some sounds ({{ent|ambient_generic}}) are played to show that the scanner is operating
* The door ([[func_door]]) is triggered to open
* The door ({{ent|func_door}}) is triggered to open


==Half-Life 2==
=={{Half-Life 2|4}}==
* [[npc_kleiner|Dr. Kleiner]] walks over to the picture frame (a [[prop_dynamic]] parented to a [[func_rot_button]]) using a [[scripted sequence]]. As Kleiner plays his picture frame animation, the picture rotates into place.
* [[npc_kleiner|Dr. Kleiner]] walks over to the picture frame (a {{ent|prop_dynamic}} parented to a {{ent|func_rot_button}}) using a <code>scripted_sequence</code>. As Kleiner plays his picture frame animation, the picture rotates into place.
*The button triggers a [[func_door]] to open up and reveal the scanner (a [[prop_dynamic]])
*The button triggers a <code>func_door</code> to open up and reveal the scanner (a <code>prop_dynamic</code>)
*The scanner gets pushed out by an invisible [[func_door_rotating]] beneath it.
*The scanner gets pushed out by an invisible {{ent|func_door_rotating}} beneath it.
*Kleiner walks over to the scanner using another scripted sequence and starts his eyescanner animation.
*Kleiner walks over to the scanner using another scripted sequence and starts his eyescanner animation.
*The prop_dynamic scanner model changes its appearance using a [[material_modify_control]] entity.
*The prop_dynamic scanner model changes its appearance using a {{ent|material_modify_control}} entity.
*Several [[ambient_generic]] entities play eyescanner sounds.
*Several <code>ambient_generic</code> entities play eyescanner sounds.
*After a period of time, a [[func_door]] is triggered to open, allowing the player to walk through.
*After a period of time, a <code>func_door</code> is triggered to open, allowing the player to walk through.


== See Also ==
== See also ==
* [[Half-Life 2 Level Creation]]
* [[Half-Life 2 Level Creation]]


[[Category:Level Design]]
[[Category:Level Design]]

Latest revision as of 06:43, 31 May 2024

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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

Half-Life Half-Life (Goldsource)

The primary entities of a HL1 scanner are listed below. A complete tutorial (which is the source of the listed information) can be found here

  • The player triggers (via a trigger_once) the whole sequence
  • The barney walks over to the scanner performs his "retina" animation (scripted_sequence)
  • The scanner model (a func_button) is activated so it flashes
  • Some sounds (ambient_generic) are played to show that the scanner is operating
  • The door (func_door) is triggered to open

Half-Life 2 Half-Life 2

  • Dr. Kleiner walks over to the picture frame (a prop_dynamic parented to a func_rot_button) using a scripted_sequence. As Kleiner plays his picture frame animation, the picture rotates into place.
  • The button triggers a func_door to open up and reveal the scanner (a prop_dynamic)
  • The scanner gets pushed out by an invisible func_door_rotating beneath it.
  • Kleiner walks over to the scanner using another scripted sequence and starts his eyescanner animation.
  • The prop_dynamic scanner model changes its appearance using a material_modify_control entity.
  • Several ambient_generic entities play eyescanner sounds.
  • After a period of time, a func_door is triggered to open, allowing the player to walk through.

See also