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 hl1 and hl2}}
 
==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

Template:Abstract mapping

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