The following is an overview of how different game elements should be named when created inside the Level Editor. For anybody working for Frictional Games, this is a must. For all else, see it as guidelines to have consistent style, which is especially good if you want share your stuff.
Remember also to look at existing code and try and copy the looks.
The following is an overview of how different game elements should be named when created inside a script. For anybody working for Frictional Games, this is a must. For all else, see it as guidelines to have consistent style, which is especially good if you want share your stuff.
Timer_[Description]
Map_AddTimer("Timer_MonsterLeaves",3,"OnTimer_MonsterLeaves");
Sound_[Description]
Sound_CreateAtEntity("Sound_MonsterScream", …);
PS_[Description]{_#}
ParticleSystem_CreateAtEntity("PS_CeilingCrumble", …);
On[Verb]Trigger_[Name]
OnCollideTrigger_DeactivateFog(){}
OnLookAtTrigger_PillarMusic(){}
OnInteract_[Object]
OnInteract_ConfigNote(){}
OnInteract_ChamberLever(){}
OnDeath_[Cause]
OnDeath_MonsterCorridor(){}
OnConnectionStateChange_[Object]
OnConnectionStateChange_PortcullisLever(){}
Seq_[Description]
Seq_CallElevator(){}
OnTimer_[TimerDescription]
OnTimer_MonsterLeaves(){}
EndOfTrack_[MonsterName]
EndOfTrack_Monster_Corridor(){}
[Object]_[Verb]
Corridor_SetupAfterDeath(){}
Corpse_Reset(){}
LeftPillar_Move(){} Monster_ClimbWindow(){}