This is a sub-page of Hulk (Windows, Xbox, PlayStation 2, GameCube).
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The game has a fully open and editable code, so we can see many of their comments. Below you can see the most interesting of these messages, but there's much more in the files.
Init.lua#
-- Pathfinder info: is a roomgrid cell passable or impassable?. DEFINED IN roomgrid.hpp
-- added global tuned health pickup values
-- second stage tuning, if required, will take place in the scenario scripts for each level
-- KMC: needed for little hack. If this number is > 0, then play a dram-cam on Hulk's electrocution node.
-- Right now (and probably forever), this is only true in C1L5, the first time Hulk punches Half-life.
-- I define it here so that, when the fight tree asks for it, it's at least always defined
-- THIS MUST BE ZERO :)
-- ick! What if val is a table ? ? ? urk ... I'm not even handling strings, although I don't think that's a problem...
-- ***********************************************************************************************
-- ***********************************************************************************************
-- **
-- ** Global helper functions, in-sim specific
-- ** i.e. do NOT call these from the front-end!
-- **
-- ***********************************************************************************************
-- ***********************************************************************************************
----
-- Enemy Generators
----
-- bsmedley - augest 6th 2002
----
-- kmc
-- 1st line: "I'd like to make sure I have <count> free slots. Kill anyone that's been off-camera for <exptime> seconds or more."
-- 2nd line: "Hey! I really need those <count> free slots! Since there still aren't enough, kill ANYONE that is off-camera. Period."
-- 3rd line: "Cripes! I STILL don't have <count> free slots?! Screw it. Give me <count> slots, even if it means killing enemies that are on camera."
-- I love reading Kevin's comments. CRIPES!
----
--- FindPlayer_Wave
--- bsmedley aug 1st 2002
----
Art/Levels/C0L1 (INNER TORMENT)#
C0L1_eg.lua#
-- If Hulk's health is <= 0, then the mission has failed.
-- Is hulk back on his feet and waiting to die?
C0L1_path.lua#
-- brian added this to shut off spawning
C0L1_scenario.lua#
-- hacky hacky for the tank drop
-- Helicopter spawning guys function -----------------------------------------------------
-- NB: index should be a value between 1 and 6 inclusive
-- H is the helicopter
-- indexes 1-6 show where the actor will be spawned
-- HH
-- HHHH
-- 6 HHHH 5
-- 4 HHHH 3
-- 2 HHHH 1
-- HHHH
-- HH
-- HH
-- HH
-- HH
-- ++++
-- Rotate the actor position to match the helicopter's current orientation
-- Set the actor's orientation to match the helicopter's
-- Generate a Single Enemy leashed to a Path
---- Derek Test ----------------------
-- Note that we MUST have a hulk before doing a Yield.
-- Freeze controller and release after 1 st Dramatic Camera
-- Enable smart props to be destroyed when falling into avernus trigger volume
-- Brian's Stuff for the Helicopter Tank Drop.
--- </bitchez> -------------
-- disable dramatic cameras. We're going to drop the tank soon...
-- Check to see if someone is playing the "land from heli_spawn" animation
Art/Levels/C1L1 (DESPERATE MEASURES)#
C1L1_eg.lua#
----
--
-- This function is called every frame. It tests for 'mission-fail'.
--
----
-- trick to only define this variable the first time this function is called
-- If Banner's health is <= 0, then the mission has failed.
-- kmc: note that the above call to SetMissionState( FAILING ) might NOT have "gone through".
-- For debugging, we can pop up a "Is this the end of our hero?" screen. If the answer is
-- "no", then the mission isn't really failing.
-- Is Banner back on his feet and waiting to die?
C1L1_path.lua#
----
-- Paths for C1L1 not anyone else
-- jelliott Aug 23rd 2002
----
C1L1_scenario.lua#
-- make sure banner hits the first room so geo is loaded
-- This function is not required for the alternative room determination method
-- Play the intro FMV -----------------------------------------------------------------------------
-- IMPORTANT: the main actor needs to be created BEFORE the FMV is played. --kmc
-- Mark these regions as impassable
-- room 2 around the stairs
-- This is for the first lever pulled, PLACE SOUND HERE
--- this is for both levers pulled, PLACE SOUND HERE
C1L1_tv.lua#
-- All right! Our first checkpoint!
-- Kill them all ------------------------------------------------------------------------------------------------------------
Art/Levels/C1L3 (BENEATH THE CITY)#
C1L3_path.lua#
----
-- Smart dropdown Functions
-- bsmedley Aug 12th 2002
----
----
-- Spawn paths for the "catwalk" unit in C1L3R3
----
C1L3_scenario.lua#
-- Ravage Chase Clean up.. outside of a room because of cheeky monkies!!
-- DIE PUNK RAVAGE
-- See you bye Ravage
-- Line EM Up
-- WHACK EM
-- OMG WHACK
-- I didnt name the spawn points
Art/Levels/C1L4 (END OF THE LINE)#
C1L4_path.lua#
----
-- rewrite
-- bsmedley aug 20th
----
-- If there are less than X enemies, stop patrolling and start spawning!
C1L4_scenario.lua#
-- Turn off rm7 kill prop volume (until rm 8)
--- Derek: temp to find out if the defend is taking a lot of cpu
--- Derek: Used to be 4 guys
--- Derek: Used to be 3 shielders needed
--- Derek: (10 - shockshieldersneeded) - am_GetEnemyCount()
--- Derek:(8 - shockshieldersneeded) - am_GetEnemyCount()
--- Derek: was 10 - am_GetEnemyCount()
------------ Train was here: Derek
-- moving train --
--- Derek: am_GetEnemyCount() <= 8
--- Derek: am_GetEnemyCount() < 7 then
-- Derek: am_GetEnemyCount() < 3
-- Derek: generate_wave(roomprefix,"u3","assaulter",roomprefix, 2)
--- Derek: Chunk o code belongs here
-- Moving Train: Derek
Art/Levels/C1L5 (A DIFFERENT BREED)#
C1L5_scenario.lua#
-- KMC: not working ? ? ?
-- "Freeze" hulk and half-life
-- Unfreeze them. Fight!
-- uncomment this line to make it happen every time
Art/Levels/C2L1 (INFILTRATION)#
C2L1_scenario.lua#
-- this was a tricky level to figure out
-- Room 5 - Big swath of nothing ? ? ?
-- needs testing... What happens if it wasn't set?
-- kmc: this ensure that playcamera=3 happens in room 5