This behavior is identical to what Ripent does. For example the contents of a map can be replaced with those of another using the EntityListExtensions.ReplaceWith LINQ method.
Helper methods exist to simplify certain tasks. New entities can be created and added to a map (it is not possible to add entities that the mod the map is played with does not support). All entities except worldspawn can be removed from a map and have their class name changed.Īll entities can have their keyvalues added, removed and modified. This is an .EntityList object containing the list of all entities in the map.Įntity objects are of the type .Entity and can be manipulated in various ways. It also provides access to the map's entity list through the Entities property. ent), the file name and base name (used in trigger_changelevel, console commands and the Create Server dialog). This provides basic information about the map such as whether it is a map source file (. You can load vanilla Half-Life 1 maps as well as Blue Shift maps. This library contains utility functionality for opening, analyzing, modifying, converting and upgrading Half-Life 1 maps made for the GoldSource engine.Ī list of Valve-made games can be accessed through the .ValveGames class.Ī set of GameInfo objects provides basic information about each game, such as the engine the game runs on, the mod directory its content is installed in and a list of official maps.Ī map can be loaded into a .Map object.
Mods para half life 1 install#
You can download the runtime here: Install using NuGet You will need to install the NET 6 runtime or newer to run the tools included in this repository. Note: the Unified SDK itself is written in C++. Tools for the Half-Life Unified SDK written in C#.