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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Riverpool
by
Rimrook
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Pages that link to
scripted_sequence
activator
aiscripted_sequence
info_bigmomma
monster_barney_dead
monster_furniture
monster_generic
monster_gman
monster_scientist_dead
monstermaker
Monsters Programming - "Core loop", senses and enemy acquisition
Monsters Programming - Talkative Monsters (part 2)
Monsters Programming - The Concepts of Half-Life's AI
path_corner
Reference: Entities and their models
Reference: Entities, angles, avelocity, and origin
RUST: Chairs, Scientists and Barneys
trigger_monsterjump
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
VERC: Chairs, Scientists and Barneys
VERC: Common Monster Properties
VERC: Creating A Retinal Scanner
VERC: Pitch Yaw Roll Demystified
VERC: The Opposing Force Opening Sequence
VERC: Torching Open A Door (OpFor)
Pages that are linked by
scripted_sequence
aiscripted_sequence
monster_scientist
Point Entity
Reference: Entities and their models
scripted_sentence
trigger_once
trigger_relay
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Scripted
upload:scripted sequence flowchart
Vlatitude: Scripting Tutorial Part 1 - Overview
Vlatitude: Scripting Tutorial Part 2 - A Specific Example
Vlatitude: Scripting Tutorial Part 3
Vlatitude: Scripting Tutorial Part 4 - the Seesaw of Death