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{{essay}}
==HOW TO BUILD A FIRE TRAP==
==HOW TO BUILD A FIRE TRAP==


'''DESCRIPTION'''
'''INTRODUCTION'''


In the HL2 Ravenholm scene, you most likely encountered the fire trap obstacle.   
In the "We don't Go to Ravenholm" (HL2) scene, you may recall an encounter with a fire-trap obstacle.  To advance into the main building without (taking damage from the fire), you
discovered that you could extinguish the fire by simply turning off the propane tank, which
fueled the trap.  Thereafter, you might have exploited the trap and used it against the Zombies.
----
This page will describe how to build a fire trap for use in your custom map.


To advance into the main building without taking damage from the fire; you discovered that you could extinguish the fire by turning the propane tank's valve off.  Then, you may have cleverly deduced that you could draw out the zombies and re-ignite the fire, as they ambled through the trap zone.  (Loads of fun!)


This page will describe the steps to build a fire trap from scratch, for use in your custom map.  
[[file:FTSYS ON.png]]
 


==FIRE TRAP SYSTEM DESCRIPTION==
==FIRE TRAP SYSTEM DESCRIPTION==
The fire-trap system is comprised of a set of smaller functioning components which, when triggered in a logical order of sequence, will invoke a controlled fire.   If we were to build this in the real world, we would probably want to examine what the system is comprised of:
The fire-trap system is comprised of a set of smaller systems (various functioning components) which, when combined and triggered in a logical sequence, will invoke a controlled fire. If we
were to build this in the real world, we would first want to examine what the system's nomenclature is and what it consists of:


'''A Combustable Fuel Source''':
*'''A Combustable Fuel Source''': In this case, propane gas is a viable source.
*'''A Fuel-Source Delivery System''':  Comprised of:
: - a propane-gas tank to store the gas.
: - a plunger (wheel-valve) to control the release and volume of the gas.
: - Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).
*'''A Fuel Igniter System''':  An ''electrically triggered spark'' via a push-button would do the trick.
*'''An Extinguisher System''':  Primarily, the wheel-valve, as described above.
----
Plausibility of a functioning fire-trap depends on the sequence of events, which invoke the
fire.  For example, we would not typically invoke the fire ''before'' we invoke the gas, etc. The table below describes reasonably expected aural and visual effects, which would result from our interaction with the fire-trap.
 


* In this case, propane gas is a viable option.
'''STARTING THE FIRE:'''
 
{|border="1" cellpadding="1" align="right"
'''A Fuel-Source Deleivery System''':
! style="background:#ffdead;" |Sequence
* A Propane-Gas tank for storage of the gas
! style="background:#ffdead;" |Image
* A plunger (wheel-valve) to release the gas
|-valign="top"
* Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).
|1) '''Release the Gas''':
 
:* Player +USE (Turns/Opens the wheel-valve)
'''A Fuel Igniter System''':
:* Trigger sound (Groaning Plunger)
* A ''pizzo-electric triggered spark'' via a push-button.
:* Trigger sound (Hissing Steam (escaping gas))
 
:* Trigger visual (Heatwave particle (escaping gas))
'''An Extinguisher System''':  
|[[file:FTSYS Step1.png]]
* The wheel-valve, as describe above.
|-valign="top"
 
|2) '''Ignite the Gas''':
----
:* Player +USE (Push rotating button)
:* Trigger sound (Electrical Zap)
:* Trigger sound (Spontaneous Combustion)
:* Trigger sound (Burning Fire)
:* Trigger visual (Fire)
|[[file:FTSYS Step2.png]]
|-valign="top"
|1) '''Shut Off the Gas''':
:* Player +USE (Turns/Closes the wheel-valve)
:* Trigger sound (Groaning Plunger)
:* Stop visual (Heatwave particle (escaping gas))
:* Stop sound (Hissing Steam (escaping gas))
:* Stop sound (Burning Fire)
:* Stop visual (Fire)
:* Trigger sound (Combustion Out)
| Back to the Wheel-Valve
|}
<br><br><br>


==REQUIRED OBJECTS==
==REQUIRED OBJECTS==
 
test text
==SET PARENTS==
==SET PARENTS==



Latest revision as of 14:02, 7 June 2024

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This is an essay.
It contains the advice or opinions of one or more of the Valve Developer Community's contributors.
This page is not an encyclopedia article, nor is it one of the Valve Developer Community's policies or guidelines, as it has not been thoroughly vetted by the community.
Some essays represent widespread norms; others only represent minority viewpoints.

HOW TO BUILD A FIRE TRAP

INTRODUCTION

In the "We don't Go to Ravenholm" (HL2) scene, you may recall an encounter with a fire-trap obstacle. To advance into the main building without (taking damage from the fire), you discovered that you could extinguish the fire by simply turning off the propane tank, which fueled the trap. Thereafter, you might have exploited the trap and used it against the Zombies.


This page will describe how to build a fire trap for use in your custom map.


FTSYS ON.png


FIRE TRAP SYSTEM DESCRIPTION

The fire-trap system is comprised of a set of smaller systems (various functioning components) which, when combined and triggered in a logical sequence, will invoke a controlled fire. If we were to build this in the real world, we would first want to examine what the system's nomenclature is and what it consists of:

  • A Combustable Fuel Source: In this case, propane gas is a viable source.
  • A Fuel-Source Delivery System: Comprised of:
- a propane-gas tank to store the gas.
- a plunger (wheel-valve) to control the release and volume of the gas.
- Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).
  • A Fuel Igniter System: An electrically triggered spark via a push-button would do the trick.
  • An Extinguisher System: Primarily, the wheel-valve, as described above.

Plausibility of a functioning fire-trap depends on the sequence of events, which invoke the fire. For example, we would not typically invoke the fire before we invoke the gas, etc. The table below describes reasonably expected aural and visual effects, which would result from our interaction with the fire-trap.


STARTING THE FIRE:

Sequence Image
1) Release the Gas:
  • Player +USE (Turns/Opens the wheel-valve)
  • Trigger sound (Groaning Plunger)
  • Trigger sound (Hissing Steam (escaping gas))
  • Trigger visual (Heatwave particle (escaping gas))
FTSYS Step1.png
2) Ignite the Gas:
  • Player +USE (Push rotating button)
  • Trigger sound (Electrical Zap)
  • Trigger sound (Spontaneous Combustion)
  • Trigger sound (Burning Fire)
  • Trigger visual (Fire)
FTSYS Step2.png
1) Shut Off the Gas:
  • Player +USE (Turns/Closes the wheel-valve)
  • Trigger sound (Groaning Plunger)
  • Stop visual (Heatwave particle (escaping gas))
  • Stop sound (Hissing Steam (escaping gas))
  • Stop sound (Burning Fire)
  • Stop visual (Fire)
  • Trigger sound (Combustion Out)
Back to the Wheel-Valve




REQUIRED OBJECTS

test text

SET PARENTS

SET OUTPUTS

ASSEMBLE COMPONANTS