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CREATING EFFECTS
Example: DISASTER MAP

See also: Effects - Scripting - Level Design - Entities -
Updated May 15, 2002 - 11:26 PM

 

Making a Disaster Map

Various 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 -
  • trigger_once - one-time trigger
  • trigger_multiple - can be triggered repeated
  • trigger_relay - receives trigger from entity (B), passes it on to entity (A)
    • relay is useful for situations where some (A) entities (such as a monster) cannot directly target a certain type of entity (such as multi_source) ... in this case, the multi_source does receive the trigger from the trigger_relay, so use the monster to activate the trigger relay, which then activates the multi_source
  • monsters - can trigger in various ways
  • items - trigger when player pick up item

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:

  • multimanager - triggers multiple entities of your choice on a time-based sequence
  • multi_source - acts as a control (logical AND gate) over other entities -- multi_source requires that specified conditions be fulfilled before another entity can be activated
  • scripted_sequence - controls monster behavior
 
Creating Effects: Disaster Map
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