Retinal scanners: Difference between revisions
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{{Abstract Mapping}} | {{Abstract Mapping}} | ||
==Half-Life (Goldsource)== | =={{game name|name=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 [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 | * The player triggers (via a {{ent|trigger_once}}) the whole sequence | ||
* The barney walks over to the scanner performs his "retina" animation ( | * The barney walks over to the scanner performs his "retina" animation ({{ent|scripted_sequence}}) | ||
* The scanner model (a | * The scanner model (a {{ent|func_button}}) is activated so it flashes | ||
* Some sounds ( | * Some sounds ({{ent|ambient_generic}}) are played to show that the scanner is operating | ||
* The door ( | * The door ({{ent|func_door}}) is triggered to open | ||
==Half-Life 2== | =={{game name|name=Half-Life 2}}== | ||
* [[npc_kleiner|Dr. Kleiner]] walks over to the picture frame (a | * [[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 | *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 | *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 | *The prop_dynamic scanner model changes its appearance using a {{ent|material_modify_control}} entity. | ||
*Several | *Several <code>ambient_generic</code> entities play eyescanner sounds. | ||
*After a period of time, a | *After a period of time, a <code>func_door</code> is triggered to open, allowing the player to walk through. | ||
== See Also == | == See Also == |
Revision as of 09:31, 19 April 2022
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 |
Template:Game name (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
Template:Game name
- 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 (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_generic
entities play eyescanner sounds. - After a period of time, a
func_door
is triggered to open, allowing the player to walk through.