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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==Half-Life 2==
==Half-Life 2==
{{todo|Show how retinal scanners are implemented in hl2}}
* [[npc_kleiner|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 (a [[prop_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.

Revision as of 17:43, 31 December 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