Retinal scanners

From Valve Developer Community
(Redirected from Retinal Scanners)
Jump to: navigation, search
Underlinked - Logo.png
This article needs more Wikipedia icon links to other articles to help Wikipedia icon integrate it into the encyclopedia. Please help improve this article by adding links Wikipedia icon that are relevant to the context within the existing text.
January 2024
English (en)中文 (zh)Translate (Translate)
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

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

Half-Life 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 Half-Life 2

  • 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, allowing the player to walk through.

See also