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Before i start a mod i need this question answered... Preferbably by an expert. (Forums : Coding & Scripting : Before i start a mod i need this question answered... Preferbably by an expert.) Locked
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Nov 26 2004 Anchor

if i plan to make a mod and hire a coder to do the coding work, what do i do? i know what i want to happen and everything, and im the mapper. so what should i put in the map when i finish it? in other words..if i make a house and i want the main character to start off in the bathroom upstairs, then walk out and go downstairs where and enemy awaits, what entities do i put in the map for the player and the enemy before i hand it over to the coder so he can do the magical coding stuff? i want to make a mod in the near future for Half Life 2 so thats what form i need the answers in.

overall i just need to know the name of the Half Life 2 entities/objects to put in the example situation i made up, and any other things i would need to do.

thanks

Nov 26 2004 Anchor

Well first of if you want any custom entities you will have to have your coder create them. Mapping from what i know normaly is the last thing that happens. I mean like the last thing. The coder might make some sample maps to test new entities, but until the coder is done creating all the custom entities you will have to keep your maps basic. As for the HL2 entities i don't know them you should be able to get all them from the documentation.

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Nov 27 2004 Anchor

I don't think any coding is involved. It sounds like what you want is mostly spawn points (in the map) and AI script. I haven't looked at the SDK yet, but you generally have to place path nodes and other entities in the map so the AI knows when to recognize players and where to go. But, everything is in the map editor. Even if you are using custom enemy models, that's a job for the modeler and animator.

Edited by (in order): Balr14, Balr14, Balr14

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