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Updated How Mapbase can be used in specific settings (markdown)
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@ -4,9 +4,41 @@ This is still a very heavy WIP, like most of the wiki.
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# Half-Life 2
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Mapbase is meant to be general enough to be portable to any type of game or mod, but it's built upon Half-Life 2 since it's the only publicly available game in the Source SDK and a very large portion of its improvements apply directly to HL2's features and entities.
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Mapbase is meant to be general enough to be portable to any type of game or mod, but it's built upon Half-Life 2 since it's the only publicly available game in the Source 2013 SDK and a very large portion of its improvements apply directly to HL2's features and entities.
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## Point Insertion
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* **`script_intro`** is used for the blending effects seen in the G-Man intro in `d1_trainstation_01`. Mapbase has changed the entity to show viewmodels correctly and allow the skybox to be drawn in either view.
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* **`ai_goal_actbusy`** is used to make citizens walk around, get food packages, and do special animations in the `d1_trainstation_02` plaza and the `d1_trainstation_03` apartments. Mapbase now allows map-specific actbusy scripts to be loaded (`maps/%mapname%_actbusy.txt`) and some miscellaneous improvements have been applied to the system as well.
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* **`npc_metropolice`** is used in all parts of Point Insertion as the oppressive Combine police. A bunch of I/O have been added to control their pre-criminal behavior, including the ability to set the number of warnings they've issued to the player and an input to make a metrocop immediately "administer justice" to the player.
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* **`ai_goal_actbusy`** is used to make citizens walk around, get food packages, and do special animations in the `d1_trainstation_02` plaza and the `d1_trainstation_03` apartments. Mapbase now allows map-specific actbusy scripts to be loaded (`maps/%mapname%_actbusy.txt`) and some miscellaneous improvements have been applied to the system as well.
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## "A Red Letter Day"
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* **`logic_choreographed_scene`** uses `.vcd` files to play complicated scenes where characters speak, move around, change their faces, and express gestures. This is a really general entity and it's kind of grasping at straws to associate it with "A Red Letter Day", but now you could play raw `.vcd` files without having to rebuild `scenes.image`. These raw scenes can only be used with `logic_choreographed_scene`, not anything like the response system, and cannot override scenes already compiled inside of `scenes.image`. You could also set scene !targets manually with the "SetTarget#" inputs.
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* **`item_suit`**, the HEV suit the player puts on in this chapter, can now use the HL1 "Short Logon" spawnflag to prevent the "admire gloves" animation from playing.
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## Route Kanal
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* **`weapon_stunstick`** is used in `d1_canals_01` at the beginning of the chapter, but cannot be picked up as a weapon, only providing some suit energy. Mapbase adds a `hl2_gamerules` entity which allows you to change the stunstick's pickup behavior and allow players to pick up stunsticks for themselves, using HL2:DM assets and behaviors by default.
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* **`npc_metropolice`** is used in all parts of Route Kanal as the main attacking Combine infantry. Various I/O to control their manhack carrying behavior have been added, including the "DeployManhack" input to deploy a manhack immediately. They also support the ability to carry more weapons, like `weapon_357`.
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* **`item_item_crate`** can be found throughout Route Kanal containing supplies for the player. It now supports the ability to use a custom crate model and the ability to spawn entities from a `point_template` instead of just a given classname. An "OnItem" output has also been added, which fires for each item, passing it as the activator and parameter. The "OnItem" output also fires for each item generated by an `item_dynamic_resupply`.
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* **`npc_barnacle`** is used in various parts of Route Kanal, first appearing in `d1_canals_01a`. Outputs previously unique to the episodes are now available in regular HL2 mods and `npc_poisonzombie` no longer crashes the game upon touching a barnacle (it also poisons the barnacle, similar to poison headcrabs).
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* **`env_headcrabcanister`** is seen in `d1_canals_05` during an attack on a refugee camp. Mapabse adds an "OnCrab" output which fires for each headcrab that comes out of the canister, passing it as the activator and parameter. A "StopHissing" input has also been added to silence a canister's hissing, which was previously continuous.
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## Water Hazard
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* **`prop_vehicle_airboat`** is the main vehicle used in Water Hazard, given at the end of Route Kanal. [[A version of the model with fixed handling|https://gamebanana.com/skins/172192]] has been added as a model replacement.
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* **`npc_helicopter`** is a dark Combine helicopter that hunts the player, serving as the main antagonist of Water Hazard. Mapbase gives it the "OutBomb" output, which fires each time the helicopter drops a bomb, passing the bomb as the activator and parameter. The ability to use a custom Field of View (which would normally be -1.0/360 degrees) has been added as well.
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## Black Mesa East
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* **`npc_turret_lab`** is an experimental new entity that brings the "turrets" in the airlock at the beginning to life, serving as some kind of allied wall turret.
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## "We Don't Go To Ravenholm..."
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* **`npc_monk`** is Father Grigori, a slightly insane monk who is seen throughout the zombie town of Ravenholm. If allowed to use Mapbase dynamic interactions, Father Grigori will be able to use Alyx's dynamic interactions on zombies. He has also been given the ability to use `func_tank` turrets.
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* All zombies, including **`npc_zombie`**, **`npc_fastzombie`**, **`npc_poisonzombie`**, and **`npc_zombine`** (even though the last class doesn't appear in Ravenholm), now have the "Headless" keyvalue for making them start headless and an "OnSwattedProp" output which fires when a zombie swats a prop at the player, passing the prop as the activator.
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* **`npc_zombie_custom`** and **`npc_zombie_custom_torso`** are two new entities that allow mappers to customize zombie models and responses, based on the classic `npc_zombie` NPC and AI.
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* **`prop_physics`** has a new spawnflag which prevents it from being punted by zombies.
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(todo)
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