Replace brush-based retinal scanners with model-based ones #9

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opened 2026-06-07 23:32:35 +00:00 by AmbientImpact · 0 comments
AmbientImpact commented 2026-06-07 23:32:35 +00:00 (Migrated from codeberg.org)

This is a follow-up to #3 as brush-based retinal scanners are more complicated than just replacing one entity with another due to the fact that each retinal scanner has multiple entities associated with it to perform the scripted sequence:

Featureful entity docs: item_eyescanner

Work-in-progress models repo: https://codeberg.org/unforeseen-consequences/models-retinal-scanner

(new)bspguy snippets

Copy and paste the following into the main (new)bspbuy interface to create a scanner:

{
"classname" "item_eyescanner"
"denied_sentence" "!na0"
}

Lighting

The first working test in the test chamber control room works perfectly but the model is lit too dark for the wall against it, probably due to its origin actually being on the floor. We might be able to affect this without altering the origin but will need some experimentation with map entity flags or placing/modifying lights: https://twhl.info/wiki/page/Tutorial%3A_Models_and_lighting

We can also try $flags 256:
https://the303.org/tutorials/gold_qc.htm

Featureful complications

https://github.com/FreeSlave/halflife-featureful/issues/48 Fixed!

Entity diagram

This is the intro Barney scanner from the Decay PC port's first map right at the start:

    graph TD;
    A(scripted_sequence targetname=control_retinal walk to scanner)-->|target|B[multi_manager targetname=retinal_mm];
    B-->|0 delay|C[scripted_sequence play retina sequence];
    B-->|1 sec delay|D[item_eyescanner targetname=retinal_scanner];
    D-->|unlocked_target|E[hall_retina_door];
    D-->|unlockersname|B

mermaideditor.io link

https://mermaid.js.org/syntax/flowchart.html

This is a follow-up to #3 as brush-based retinal scanners are more complicated than just replacing one entity with another due to the fact that each retinal scanner has multiple entities associated with it to perform the scripted sequence: * https://twhl.info/wiki/page/Tutorial%3A_Retina_Scanners_and_Other_NPC-Only_Locked_Doors * https://twhl.info/wiki/page/VERC%3A_Creating_a_Retinal_Scanner * https://github.com/Zode/Lazyripent2 Featureful entity docs: [`item_eyescanner`](https://freeslave.github.io/halflife-featureful/docs/entity-guide/entities/item_eyescanner/) Work-in-progress models repo: https://codeberg.org/unforeseen-consequences/models-retinal-scanner ## (new)bspguy snippets Copy and paste the following into the main (new)bspbuy interface to create a scanner: ```json { "classname" "item_eyescanner" "denied_sentence" "!na0" } ``` # Lighting The first working test in the test chamber control room works perfectly but the model is lit too dark for the wall against it, probably due to its origin actually being on the floor. We might be able to affect this without altering the origin but will need some experimentation with map entity flags or placing/modifying lights: https://twhl.info/wiki/page/Tutorial%3A_Models_and_lighting We can also try `$flags 256`: https://the303.org/tutorials/gold_qc.htm # Featureful complications ~~https://github.com/FreeSlave/halflife-featureful/issues/48~~ Fixed! # Entity diagram This is the intro Barney scanner from [the Decay PC port](https://www.moddb.com/mods/half-life-decay)'s first map right at the start: ```mermaid graph TD; A(scripted_sequence targetname=control_retinal walk to scanner)-->|target|B[multi_manager targetname=retinal_mm]; B-->|0 delay|C[scripted_sequence play retina sequence]; B-->|1 sec delay|D[item_eyescanner targetname=retinal_scanner]; D-->|unlocked_target|E[hall_retina_door]; D-->|unlockersname|B ``` [mermaideditor.io link](https://www.mermaideditor.io/#pako:eJx1U02PmzAQ_SuIXlopkQJJs9mtWqnZbE895pau0GCPEyvGpmOjFC3732tYcEPY-mJ53rz35gNeYmY4xg9x5M-RoDxF-92XX7p9fv9oGcnSIc8s_q5QM4wc0BGdhgK_MqMdGZUROqlBRRdQ58iZyDLQGunTfP6teUtvtoeiUk5mBWg4Il2r9OysKJ57221LXDSPh6l7qaCO3hjREBzRkmZ3kA6LDGvs63jPrIcG6q6lVloZdvZufc1PhxOoobuMG_NuOtlWuNnGs9i6WqGNH17iHCy2tzth0c62e8_8xc5HMpXmj0YZ8sCHBJI8XXtM-GH-gEKq2octaDu3SFJ4pCRZANWBcgeQirvWD_0G-DWU5_fQQQ7JyRFpyYGBR5TUGKJswUB8jl-9VolMCsm6quuyLVooc2EnIDdqTfuvZRv6aEXSVbpZ5j6pgwxx7LRXyWqz3vThPf5xV4azmHs7K40eS-ECRMcJcJAT4h7XqytokAwTtH5v7knzsWRoPMBBcgJNJEsyDK29URzmP6D_BG-QQU90x8eByFxup9-Hf0KOauyUiHS5HCdMBmmrvPtr_8MM8HQvA7SXTt0u6NWfv9OkXX0) https://mermaid.js.org/syntax/flowchart.html
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unforeseen-consequences/featureful-campaigns#9
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