Retinal scanners: Difference between revisions
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(short explanation and link to a complete tutorial for HL1, needs HL2 tut still) |
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{{abstract mapping}} | {{abstract mapping}} | ||
{{todo|Show how retinal scanners are implemented in | |||
==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 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== | |||
{{todo|Show how retinal scanners are implemented in hl2}} |
Revision as of 09:34, 9 November 2007
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
Todo: Show how retinal scanners are implemented in hl2