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SCRIPTING
See also Entities - Effects - Moving Parts - Monster Behavior - Coding -
Updated January 11, 2004

  Scripting - "Making Things Happen In The Game"

By "scripting" for Half-Life, I mean --

Creating and naming entities, and setting their properties, in order to get the complex and often interactive game effects that make Half-Life so much fun to play -- effects like rockets that rumble and roar, moving objects such trains and elevators, waves of monsters materializing from thin air -- a wide range of special effects.

Scripting, as we mean it here, is a map editor techniqe.
This is distinct from coding, which involves C++ programming.)

Entity Overview

You'll want to get very familiar with the tutorials and reference materials that detail the inner workings of entities. The Handy Vandal's Almanac provides links to game design resources at numerous sites, categorized by entity type and subject matter. Check out the Level Design tutorials in particular, and the various entity guides in general. FAQ's offer broad advice, along with bits and pieces of useful specifics.

Broadly speaking, almost all entities are programmable, or useable in programs:

  • An entity with a Name can be targetted by another entity
  • An entity with a Target will activate the entity named in the Target field
    • When does an entity activate its Target? This depends on the entity:
      • Trigger_Once = upon walking through it
      • Func_Breakable = upon breaking
      • Item_HealthKit = upon picked up
      • Grunts, Scienists, and Barney have a selectable set of conditions ... upon hurt, upon death, etc.

Essential Entities

Game Control Entities

  • Triggers - invisible field, touch it and it activates its target
  • Multi_Manager - event sequencer: triggers up to 16 entities
  • Trigger_Relay - event relayer: several by the same can be used to trigger multiple entities from one trigger; also can be used to toggle entity state
  • Env_Global - handles event states between levels
  • MultiSource - AND gate: when all entities targeting the MultiSource have fired, the MultiSource fires

AI Entities

  • AIScripted_Sequence, Scripted_Sequence, Scripted Sentence

Light, Sound, Motion

 

 
SCRIPTING
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