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| {{ | {{Underlinked|date=January 2024}} | ||
| {{ | {{lang|Retinal_scanners}} | ||
| {{Abstract Mapping}} | |||
| =={{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 player triggers (via a {{ent|trigger_once}}) the whole sequence | |||
| * The barney walks over to the scanner performs his "retina" animation ({{ent|scripted_sequence}}) | |||
| * The scanner model (a {{ent|func_button}}) is activated so it flashes | |||
| * Some sounds ({{ent|ambient_generic}}) are played to show that the scanner is operating | |||
| * The door ({{ent|func_door}}) is triggered to open | |||
| =={{Half-Life 2|4}}== | |||
| * [[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 <code>func_door</code> to open up and reveal the scanner (a <code>prop_dynamic</code>) | |||
| *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. | |||
| *The prop_dynamic scanner model changes its appearance using a {{ent|material_modify_control}} entity. | |||
| *Several <code>ambient_generic</code> entities play eyescanner sounds. | |||
| *After a period of time, a <code>func_door</code> is triggered to open, allowing the player to walk through. | |||
| == See also == | |||
| * [[Half-Life 2 Level Creation]] | |||
| [[Category:Level Design]] | |||
Latest revision as of 06:43, 31 May 2024

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January 2024
 links to other articles to help
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 integrate it into the encyclopedia. Please help improve this article by adding links  that are relevant to the context within the existing text.
 that are relevant to the context within the existing text.January 2024
| Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want | 
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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 (Goldsource)
 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_doorto open up and reveal the scanner (aprop_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_genericentities play eyescanner sounds.
- After a period of time, a func_dooris triggered to open, allowing the player to walk through.

























