Sin Episodes Secret Area: Difference between revisions
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Revision as of 05:55, 7 July 2019

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The following tutorial will show you how to create a simple secret area as found throughout Sin Episodes, see List of Secret Areas for more information regarding all of the official secrets hidden in the game and what methods are used to reach them. The most basic secret location consist of three main parts (not counting the loot) to make it work: a trigger tied to a trigger_secret that registers the player, an ambient_generic that plays a small tune, and an env_hudhint informing the player visually that a secret has been found.
Creating the entities
Start of by creating a volume with the block creation tool around the area where the player can trigger the secret and at the same time see the loot - using the 'tools/toolstrigger' texture, then select it and either use the CTRL + T shortcut or click the toEntity button on the new object toolbar to tie it to a trigger_secret entity from the following dropdown menu. This now entity does not need to be named nor have any other of its parameters altered in any way at this point beyond its default values, except if you want to enable it together with the loot by another entity.
Next create a point entity with the entity tool and set its class to an ambient_generic, give it a name like 'secret_sound' and set the name of the soundfile to play upon triggering to 'ambient/ritual_secret2.mp3' or 'secret.found' depending on if either raw or game sounds sound file type is used, though should not make any difference in-game. In the flag tab check 'Play Everywhere' and uncheck 'Start Silent', which will make sure the sound is played whereever the player currently is going.
Finally make yet another point entity and make its class an env_hudhint, set the hint text to be 'SE1_Hint_Secret' and a duration of 3 seconds so that it does not play for too long, and make sure to give it a name like 'secret_hudhint'.
Outputs
At this point all the entities should be setup and there can be drawn connections bewteen them, so open up the properties window for the trigger_secret brush, go to the ouputs tab and add the following outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
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OnStartTouch | secret_sound | PlaySound | <none> | 0.00 | No |
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OnStartTouch | secret_hudhint | ShowHudHint | <none> | 0.00 | No |
What this does is when the player touches the trigger's volume, it will play the sound effect and show a hud hint to the player, but only once since this entity is essentially a modifies trigger_once.