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"More Fun Than a Bathtub Full of Leeches"
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CREATING
EFFECTS |
Making a Disaster MapVarious entities go into a disaster map, to provide earthquakes, explosions, noise, alien teleporation, etc. --
A complex disaster sequence may require two or more maps, connected by a series of Level Changes. Begin with the first pre-disaster map ... execute some first stage in the disaster ... change to a new level, based on the first level but with damage from the disaster, a new set of effects for further disaster, etc. (Repeat as necessary ... how many times, in the original Half-Life disaster sequence, did you see the "Loading ..." message -- six? Seven?) Trigger the effects entities using various combinations of trigger entities -
HOW TO TRIGGER AN ENTITY Trigger an entity (A) by specifying the name of entity (A) in the "target" field of entity (B) ... when (B) "fires its target", (A) will activate. Setting up entities that respond to player events by triggering other entities is known as Scripting. Advanced sequences, such as complex disaster, require careful attention to details of entity scripting. Several of the most helpful scripting entities include:
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Creating
Effects: Disaster Map
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"Handy
Vandal" and "Handy Vandal's Almanac" copyright 2008 by
Karl Gregory Jones Half-Life © 1998-99 Sierra On-line and Valve L.L.C. All rights reserved. Half-Life and the Half-Life logo are trademarks of Sierra On-Line. Valve and the Valve logo are trademarks of Valve L.L.C. Half-Life images, textures, music, sound effects, and other graphic or audio content © 1998-99 Valve L.L.C. All rights reserved. |