<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.frictionalgames.com/page?action=history&amp;feed=atom&amp;title=Hpl3%3AEngine%3Anaming_convention</id>
	<title>Hpl3:Engine:naming convention - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.frictionalgames.com/page?action=history&amp;feed=atom&amp;title=Hpl3%3AEngine%3Anaming_convention"/>
	<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=Hpl3:Engine:naming_convention&amp;action=history"/>
	<updated>2026-05-15T07:33:24Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=Hpl3:Engine:naming_convention&amp;diff=703&amp;oldid=prev</id>
		<title>Maintenance script: Upload from wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=Hpl3:Engine:naming_convention&amp;diff=703&amp;oldid=prev"/>
		<updated>2020-07-09T13:47:18Z</updated>

		<summary type="html">&lt;p&gt;Upload from wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Naming Convention =&lt;br /&gt;
&lt;br /&gt;
== Level Editor ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Remember also to look at existing code and try and copy the looks.&lt;br /&gt;
&lt;br /&gt;
NOTE: &amp;lt;u&amp;gt;Not all entities need to follow the naming convention&amp;lt;/u&amp;gt;. In case of art assets and background elements, it is not mandatory. Object that have a gameplay role or that are called through script, though, should follow the naming convention.&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example !!Info |&lt;br /&gt;
|-&lt;br /&gt;
| Prop  || [Name]{_Description}{_#}  || Throne &amp;lt;br /&amp;gt;Pillar_Left &amp;lt;br /&amp;gt;Pot_Blue_12  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Item  || Item_[Description]{_#}  || Item_MagicSword  || Item that the player can pick up (ends in Inventory) &lt;br /&gt;
|-&lt;br /&gt;
| Readable  || Readable_[Description]{_#}  || Readable_DeathNote  || Item that the player can read (ends in Notes) &lt;br /&gt;
|-&lt;br /&gt;
| Actor  || [Type]_[Description]{_#}  || Monster_DarkCorridor &amp;lt;br /&amp;gt;Flesher_Patrol_2  ||   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Areas ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example !!Info |&lt;br /&gt;
|-&lt;br /&gt;
| Start Position  || Start{_DS}_[Location]  || Start_Begin &amp;lt;br /&amp;gt;Start_Corridor &amp;lt;br /&amp;gt;Start_DS_MonsterNest  || The first StartPos is always called Start_Begin &amp;lt;br /&amp;gt;Use DS for Death Scenarios &lt;br /&gt;
|-&lt;br /&gt;
| Trigger  || Trigger_[Verb][Object]  || Trigger_OpenPortcullis &amp;lt;br /&amp;gt;Trigger_ActivateMonster &amp;lt;br /&amp;gt;Trigger_StartSeq1  || Triggers are only considered as areas that trigger &amp;lt;br /&amp;gt;functions OnCollide and OnLookAt &lt;br /&gt;
|-&lt;br /&gt;
| Fog  || FogArea_[#]  || FogArea_14  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Death  || DeathArea_[Location]{_#}  || DeathArea_Chambers_1 &amp;lt;br /&amp;gt;DeathArea_Corridor  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Sound Area  || SoundArea_[Description]  || SoundArea_RockFalls  || Area (empty Trigger) used to position a sound &amp;lt;br /&amp;gt;created through script &lt;br /&gt;
|-&lt;br /&gt;
| Soundscape  || Soundscape_[Description]{_#}  || Soundscape_MedRoom_2  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Path Node  || PathNode{_Description}_[#]  || PathNode_MonsterTarget_1 &amp;lt;br /&amp;gt;PathNode_ChamberRoute_13  ||   &lt;br /&gt;
|-&lt;br /&gt;
| Player Path  || PlayerPath_[Location]_[#]  || PlayerPath_Corridor_14  || Area (empty Trigger, not actual PathNodes) &amp;lt;br /&amp;gt;used to define a sequence of player's positions &lt;br /&gt;
|-&lt;br /&gt;
| Other Types  || [AreaType]{_Description}_[#]  || GhoulHole_Chambers_1 &amp;lt;br /&amp;gt;SpawnArea_4 &amp;lt;br /&amp;gt;PosArea_TargetPosition_2  ||   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example |&lt;br /&gt;
|-&lt;br /&gt;
| Sound  || Sound_[Description]  || Sound_RockFalls &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Lights ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Name !!Example !!Info |&lt;br /&gt;
|-&lt;br /&gt;
| Any  || Light_[Description]{_Type}{_#}  || Light_MonsterAppears_Point_2 &amp;lt;br /&amp;gt;Light_Sunshine  || Allows for good use of wildcards &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Particle Systems ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example |&lt;br /&gt;
|-&lt;br /&gt;
| Any  || PS_[Description]{_#}  || PS_CeilingCrumble &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Script ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Remember also to look at existing code and try and copy the looks.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example !!Info |&lt;br /&gt;
|-&lt;br /&gt;
| Timer  || ''Timer_[Description]''    || ''Map_AddTimer(&amp;quot;Timer_MonsterLeaves&amp;quot;,3,&amp;quot;OnTimer_MonsterLeaves&amp;quot;);''    || Unless name is used as OnTimer argument &lt;br /&gt;
|-&lt;br /&gt;
| Sound  || ''Sound_[Description]''    || ''Sound_CreateAtEntity(&amp;quot;Sound_MonsterScream&amp;quot;, …);''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Particle System  || ''PS_[Description]{_#}''    || ''ParticleSystem_CreateAtEntity(&amp;quot;PS_CeilingCrumble&amp;quot;, …);''    ||   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Methods ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1&lt;br /&gt;
!Type !!Style !!Example !!Info |&lt;br /&gt;
|-&lt;br /&gt;
| Main Callbacks  || ''On[Verb]_[Subject]_[Description]''    || ''OnLookAt_Player_ChangeCorpsePose(){} &amp;lt;br /&amp;gt;OnCollide_Monster_MakeLoudSound(){}''  &amp;lt;br /&amp;gt; ''OnCollide_RingBell(){}''    || [Description] can be omitted if stating the subject hinders the clarity of the method name  &lt;br /&gt;
|-&lt;br /&gt;
| Interact  || ''OnInteract_[Description]''    || ''OnInteract_CallElevator(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Death  || ''OnDeath_[Cause]''    || ''OnDeath_MonsterCorridor(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Change State  || ''OnConnectionStateChange_[Object]''    || ''OnConnectionStateChange_PortcullisLever(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| End Of Track  || ''OnEndOfTrack_[MonsterName]''    || ''OnEndOfTrack_MonsterCorridor(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Timer  || ''OnTimer_[TimerDescription]''    || ''OnTimer_MonsterLeaves(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Sequence  || ''Seq_[Description]''    || ''Seq_CallElevator(){}''    ||   &lt;br /&gt;
|-&lt;br /&gt;
| Other  || ''[Object]_[Verb]''    || ''Corridor_SetupAfterDeath(){}''  &amp;lt;br /&amp;gt; ''Corpse_Reset(){}''  &amp;lt;br /&amp;gt;''LeftPillar_Move(){} &amp;lt;br /&amp;gt;Monster_ClimbWindow(){}''   ||   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
		
	</entry>
</feed>