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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
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Half-Life
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Category: Tutorials > VERC - coding > Archived Articles > VERC Archive
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VERC - Half-Life
(35)
Programming
(45)
Images Required
(5)
VERC - general
(10)
VERC - Tools
(1)
Examples Required
(1)
VERC - Half-Life 2
(1)
Pages in this category
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2
VERC: Adding User Variables to Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Bump Mapping in Half-Life
VERC: Coded Fabrics
VERC: Coding Style
VERC: Creating a Sniper Rifle in the 2.2 SDK
VERC: Creating a Vampire gamestyle
VERC: Creating New Weapons in the 2.2 SDK
VERC: Customizable Hud Color
VERC: Dynamic Lighting
VERC: Dynamically Resizing Models
VERC: Event System in SDK 2.2
VERC: FatBoy Mode
VERC: Function Overloading
VERC: Half-Life AI, Schedules and Tasks
VERC: Half-Life Server Protocol
VERC: Half-Life's In-Game Visibility Determination
VERC: Hash Tables
VERC: Hiding in Shadow
VERC: Hitboxes and Code
VERC: How to Align a Model Against the Floor
VERC: How To Enable HLTV In Your Mod
VERC: How To Make A Mod
VERC: How To Setup A Cvar
VERC: Making A Player Fly
VERC: Making A Semi-Automatic Handgun
VERC: Painlessly Drawing TriAPI In Orthogonal Mode
VERC: Particle Systems: The Theory
VERC: Random Terrain Generation
VERC: Real-Time "TRON 2.0" Glow For Low-Spec Hardware
VERC: Real-Time "TRON 2.0" Glow in Half-Life
VERC: Simulating Randomness
VERC: Static Water Simulation
VERC: The Power of CVARs!
VERC: The Think, Touch, and Use functions.
VERC: TriAPI based team overlays
VERC: User Input Processing System
VERC: Vectors: An Introduction
VERC: View Roll When Strafing (like DMC)
VERC: View Turrets through Barrel
VERC: Voice API in SDK 2.2