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The green boxes refer to the scientist sequence, the blue boxes refer to the zombie breaking out of the wall, and the red boxes refer to the zombie falling from the walkway. Here's the above sequence in flow chart form, showing what triggers what. The c1a2b window scene in flow chart form Another trigger_push gets this zombie moving once more, with another trigger_relay to delete it once it's been used. An env_sprite and an ambient_generic are paired to cause the blood and thud of the zombie hitting the floor. zjump, the scripted_sequence that throws the zombie, jumperz, through the glass, goes first, followed by the shattering of the zwindow breakable. The third multi_manager entity controls the zombie falling down through the glass. Once destroyed, the zombie has a path to take and will likely begin to give chase to the player. The second multi_manager controls the breaking of the wall, which is made up of several func_breakable entities. (An additional trigger_once acts as insurance in case the zombie targetname isn't triggered by the divestart multi_manager.) The zombie breaking through the wall, breakout begins his kick_punch_wall sequence, as the zombie targetname has been triggered. A trigger_push gets him running away towards the player, and a separate trigger_relay kills off the trigger_push after it's been used. The dive scripted sequence grabs the monster_scientist, divingbob, and flings him through the window. ( zombie is also the name of the scripted_sequence used to begin animating the zombie that breaks through the wall.) This triggers the scripted_sequence entity (named dive), the func_breakable glass (named window), and the two other multi_manager entities (both named zombie), in that order. Left: The scene in questionĪ simple trigger_once begins the sequence, targeting the divestart multi_manager. This is a complex scene, consisting of three separate multi_manager entities to trigger and delay each of its parts. One of the most noteworthy scenes in this part of the game is of a scientist diving out of the window of an office, with a zombie falling out of the upper walkway and another breaking through the wall following suit. A scientist typing away in a stall "Office Complex" c1a2b They have only one animation, that of typing, but as they're never seen from the legs up, this isn't much of an issue. This is normally used for the scientists typing at computers and terminals throughout the lab. These scientists don't use the normal scientist entity instead, they use a special one, monster_sitting_scientist. The scientists in the stalls of the Sector C bathroom (where the player first gets the HEV suit) are an interesting bit of entity reuse. In this guide, we'll go over more examples of notable scripted sequences and special effects used throughout the game.
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WinBSPC How They Did It: Special Effects in Half-Life Power Up: More Special Effects in Half-Life (May 13, 2018) (Community guide by Windawz, with information adapted from the Half-Life Red Alert site)Īs discussed in the original guide, Half-Life cleverly used entities and sequences to give the virtual world of Black Mesa more life than was common in PC games at the time. Related Guides GoldSrc Map Decompilers: BSPTwoMap vs.