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"Learned Early On: You Killed It, You Eat It"
 

MOVIES
See also: Animation - Demo - Trigger_Camera -
NEW JULY 2002: Making Demo Movies in Half-Life by Brian Tunbrant
NEW NOV. 2002: Movie Tutorials @ Persistence of Vision
Updated Nov. 26, 2002 - 1:02 PM

 

Movies:
Creating Trigger_Camera Sequences

You can make animated movies using Trigger_Camera. Here's an outline of the entities involved.

Build a map to serve as the "set" for your movie -- the world where things will happen.

Put the Info_Player_Start entity in a small lightless room with black walls. This is to prevent the player from seeing anything at startup, during the moment before the camera sequence begins. (Don't provide a suit, weapons, etc.)

Use a Trigger_Auto entity. This sets the movie in motion as soon as the player runs the map.

Trigger_Auto should target a Multi_Manager (let's name it Mmg_Start), which will target several more entities --

  • An Env_Fade entity
    • Name it Fade_In, and set it to do just that
  • The Trigger_Camera entity
    • This starts the camera rolling
  • Another Multi_Manager (name it Mmg_Action)
    • From Mmg_Action, trigger the various entities that make the action happen -- monster behavior, special effects, etc.
    • When working with numerous complex entities, use Multi_Managers to handle groups of entities

The camera follows a series of Path_Corner entities, like a Train entity. Use as many Path_Corner entities as you need to create smooth camera action. You may want to use the Fire_On_Pass attribute to trigger actions when the camera passes a critical location.

Set the Fire_On_Pass for one of the Path_Corner entities, near the end of the movie, to trigger another Multi_Manager (name it Mmg_End).

From Mmg_End, trigger these entities, in this order:

That's it -- you've made a movie!

"Roll 'em -- !"

- the Handy Vandal

 

 
MOVIES
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