WiseElec: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎Electrified obstacles: Fixed link to env_physexplosion)
mNo edit summary
 
(10 intermediate revisions by 5 users not shown)
Line 1: Line 1:
== Electrified obstacles ==
{{stub}}
{{DISPLAYTITLE:WiseElec: Electrified Obstacles}}
{{morescreenshots}}
{{SDKNuts Tutorials}}
{{wisemxport|[[User:Plykkegaard|Peter [AGHL]]] 14:57, 6 Feb 2008 (PST)}}
==Introduction==
[[File:wiseElec01.jpg|thumb|150px|right|Typical electrified obstacle.]]


[[image:wiseElec01.jpg|thumb|150px|right|insert caption]]
In this tutorial, we will create an obstacle such as a fence, in which it is electrified and can be toggled by a [[trigger]]. You can any as one but as a recommendation, using a [[model]] prop for this makes it easy. For the tutorial we will use a railing from ''Half-Life 2'' (see right).


For this tutorial I could have used just about anything for our electrified obstacle but picked this small railing because the player can jump over it once the electricity is turned off.
{{tip|It doesn't have to be a fence! Try a ladder, door/gate or even water/ground!}}
Of course we could apply this same method to a ladder, door/gate or even water/ground.


In this example the railing is initially electrified but can be disabled by standing on the small Red carpet. Standing on the small Green carpet will re-enable the electricity. (The carpets are not shown here)
For the purpose of this tutorial the rail obstacle is initially electrified, since that is what many will require. For that purpose, the example map shows that it can be disabled by standing on a small red carpet and re-enabled by standing on a small green carpet (the carpets are not shown in screenshots).


When a player "touches" the fence while it is electrified there will be sparks, smoke and sounds plus the player will get blown back a few feet.
When a player "touches" the fence in this tutorial while it is electrified there will be sparks, and the player will get blown back a few feet.


The [[trigger_hurt]] used in this tutorial starts off a series of events when the player touches it.
{{tip|To create a realistic effect, you may want to add sounds and possibly smoke.}}
* Load the example file to see each of the entities mentioned here.


Once the player touches the [[trigger_hurt]] these entities are excited to get going via outputs:
<code>[[trigger_hurt]]</code> is used to start off the series of events when the player touches it. Additionally, it outputs to entities to create the "blow back" of the player and sparks. These are: one <code>[[env_physexplosion]]</code>, eight <code>[[env_spark]]</code>s, one <code>[[trigger_push]]</code>, and one <code>[[logic_timer]]</code> to lend some logic.
One [[env_physexplosion]], eight [[env_spark]]’s, one [[trigger_push]] and one [[logic_timer]], to lend some logic.


For the On and Off switch, if one would be needed, I’ve used two [[trigger_multiple]]’s and placed them over the red and green carpets. You could easily create a switch for this, another kind of "secret" trigger or the lever like Valve used in [[Ravenholm]].
It is recommended that you have basic understanding of the Hammer editor, and with placing a [[entity]] and the manipulation of such.


[[image:wiseElec02.jpg|thumb|150px|right|insert caption]]
{{note|You can load the example map file at the bottom to see how things should go together.}}


I’ve used a [[prop_static]] for the railing/electrified object but you could just as easily use motion enabled entity types. Imagine a gate that would swing open once the electricity was turned off, or even a loose cable trapped under a vehicle.
==Creation==
[[File:wiseElec02.jpg|thumb|150px|right|Hammer design view.]]
So let's get going on creating that electrified obstacle.


I don’t think you need a step by step on creating this.
First, we should find a spot in our level or map in which we think we should place one. As with ''Half-Life 2'' players solve "puzzles" to continue progressing the game - and this can be thought as of such.


== Wrap up ==
Next, we will make the obstacle that will be "electrified". This can be a <code>[[prop_static]]</code> or a displacement. It is recommended to use something like a fence, or a railing (shown in the first screenshot), since it logical item to a player. You could just as easily use motion enabled entity types. Remember the player has to get around the obstacle.
There’s a lot more you can do, hopefully this article have stimulated your imagination.
* [[wiseElec.vmf|The example used in this tutorial.]]  
* If you need further help please use the [http://forums.steampowered.com/forums/forumdisplay.php?f=193 forum for Source level Design]


<h2> Credits </h2>
{{idea|This concept could be extended to a gate that would swing open once the electricity was turned off, or even a loose cable trapped under a vehicle.}}
The tutorial was originally created by [[User:Mark WiseCarver|wisemx]], and ported from sdknuts.net/wiseElec to the VDC by [[User:Plykkegaard|Peter [AGHL]]] 05:55, 9 Feb 2008 (PST)


[[Category:Level Design Tutorials]]
Now, we will create the entities for the electrified fence.
 
{{todo|The table showing setup of the entities is not currently available.}}
 
Most people will require a way of shutting the "electricity" off to the obstacle. Follow these steps:
 
{{todo|The table showing setup of the entities is not currently available.}}
 
{{idea|You could easily create a switch for this, another kind of "secret" trigger or the lever like Valve used in [[Ravenholm]].}}
 
==See also==
*[http://type3studios.com/downloads/tutorials/SdkNutsTutorials/WiseElec.zip Example VMF]
*[https://cdn.discordapp.com/attachments/434089157875466242/459207641009487882/WiseElec.vmf Example VMF backup]
*[[WiseElec.vmf|Another archive of the VMF on the wiki]]

Latest revision as of 07:32, 15 April 2024

Stub

This article or section is a stub. You can help by expanding it.



This tutorial was originally created by wisemx. It was originally posted on SDKnuts.net.

Introduction

Typical electrified obstacle.

In this tutorial, we will create an obstacle such as a fence, in which it is electrified and can be toggled by a trigger. You can any as one but as a recommendation, using a model prop for this makes it easy. For the tutorial we will use a railing from Half-Life 2 (see right).

Tip.pngTip:It doesn't have to be a fence! Try a ladder, door/gate or even water/ground!

For the purpose of this tutorial the rail obstacle is initially electrified, since that is what many will require. For that purpose, the example map shows that it can be disabled by standing on a small red carpet and re-enabled by standing on a small green carpet (the carpets are not shown in screenshots).

When a player "touches" the fence in this tutorial while it is electrified there will be sparks, and the player will get blown back a few feet.

Tip.pngTip:To create a realistic effect, you may want to add sounds and possibly smoke.

trigger_hurt is used to start off the series of events when the player touches it. Additionally, it outputs to entities to create the "blow back" of the player and sparks. These are: one env_physexplosion, eight env_sparks, one trigger_push, and one logic_timer to lend some logic.

It is recommended that you have basic understanding of the Hammer editor, and with placing a entity and the manipulation of such.

Note.pngNote:You can load the example map file at the bottom to see how things should go together.

Creation

Hammer design view.

So let's get going on creating that electrified obstacle.

First, we should find a spot in our level or map in which we think we should place one. As with Half-Life 2 players solve "puzzles" to continue progressing the game - and this can be thought as of such.

Next, we will make the obstacle that will be "electrified". This can be a prop_static or a displacement. It is recommended to use something like a fence, or a railing (shown in the first screenshot), since it logical item to a player. You could just as easily use motion enabled entity types. Remember the player has to get around the obstacle.

Tip.pngIdea:This concept could be extended to a gate that would swing open once the electricity was turned off, or even a loose cable trapped under a vehicle.

Now, we will create the entities for the electrified fence.

Todo: The table showing setup of the entities is not currently available.

Most people will require a way of shutting the "electricity" off to the obstacle. Follow these steps:

Todo: The table showing setup of the entities is not currently available.
Tip.pngIdea:You could easily create a switch for this, another kind of "secret" trigger or the lever like Valve used in Ravenholm.

See also