# Half-Life segmented in 20 minutes 41 seconds

**URL:** <https://forums.sourceruns.org/t/half-life-segmented-in-20-minutes-41-seconds/2077>\
**Category:** λ Half-Life\
**Created:** [June 2, 2012, 1:40pm UTC](https://forums.sourceruns.org/t/half-life-segmented-in-20-minutes-41-seconds/2077 "2012-06-02T13:40:07Z")\
**Posts on this page:** 1\
**Showing post:** 301

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**Author:** ![quadrazid](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/q/f6c823/32.png) [@quadrazid](https://forums.sourceruns.org/u/quadrazid)\
**Post date:** [January 6, 2014, 12:52am UTC](https://forums.sourceruns.org/t/half-life-segmented-in-20-minutes-41-seconds/2077/301 "2014-01-06T00:52:59Z")

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Scripts was used to ease the making of the run. Everything is still possible w/o scripts. It’s just a matter how reasonable it would be to pull it off. The exception would be triggerdelay scripts, which never could be done that accurately w/o scripts. All the six triggerdelays adds up to about 42 seconds. The testchamber skip doesn’t need any delay, and the pushboost should be fairly easy.  
After that I have no clue and can only guess. Let’s say 40 seconds plus.

I heard pruno was going to make a scriptless run after seeing the new tricks. Will be interesting to see what he comes up with : \>

(You can make triggerdelays w/o scripts as well. But it’s questionable if binding a button to “wait” would be appropriate for a scriptless run. In CS CZ DS, Secret War, I saved over a minute by lowering the fps and spamming wait with the mwheel. fps\_max 5 and 25 scrolls before hitting the trigger gave me 5 seconds to reposition the loading. This demo was not submitted for said issue.)

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