Wheelvalve: Difference between revisions
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== '''HOW TO MAKE A WHEELVALVE TURN (OPEN AND CLOSE)''' == | == '''HOW TO MAKE A WHEELVALVE TURN (OPEN AND CLOSE)''' == | ||
[[ | [[file:ValveWheel1.png]] | ||
---- | ---- | ||
'''Introduction''' | '''Introduction''' | ||
Line 11: | Line 12: | ||
== REQUIRED ENTITIES AND OBJECTS == | == REQUIRED ENTITIES AND OBJECTS == | ||
1) '''MOMENTARY_ROT_BUTTON''' (This is a brush-model entity.) | 1) '''MOMENTARY_ROT_BUTTON''' (This is a brush-model entity.) | ||
:a) Create a new texture brush on your map. | |||
:b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity. | |||
:c) Set the entity's class as a ''momentary_rot_button''. | |||
:d) Name the entity as "FM1" | |||
:e) Select and apply the brush-texture: "Invisible" to the entity. | |||
:f) For ''vertical position'' of the valve, set the following flags: | |||
:*Not Solid Checked | ::*Not Solid Checked | ||
:*Toggle Unchecked (optional) | ::*Toggle Unchecked (optional) | ||
:*X Axis Checked | ::*X Axis Checked | ||
:*Y Axis Checked | ::*Y Axis Checked | ||
:*Use Activates Checked | ::*Use Activates Checked | ||
:g) For ''Horizontal position'' of the valve, set the following flags: | |||
:*Not Solid Checked | ::*Not Solid Checked | ||
:*Toggle Unchecked (optional) | ::*Toggle Unchecked (optional) | ||
:*Use Activates Checked | ::*Use Activates Checked | ||
2) '''PROP_DYNAMIC''' (This is a point entity (Wheelvalve prop).) | 2) '''PROP_DYNAMIC''' (This is a point entity (Wheelvalve prop).) | ||
:a) Place a new prop_dynamic entity on your map. | |||
:b) Choose and select its world model skin from one of the following, as: | |||
:*[models\props_pipes\valvewheel001.mdl] | ::*[models\props_pipes\valvewheel001.mdl] | ||
:*[models\props_pipes\valvewheel002.mdl] | ::*[models\props_pipes\valvewheel002.mdl] | ||
:*[models\props_pipes\valvewheel002a.mdl] --- ''Note: This model is larger.'' | ::*[models\props_pipes\valvewheel002a.mdl] --- ''Note: This model is larger.'' | ||
:c) Name the entity as "W1" | |||
:d) Select its Parent as [Func_for_Valve] | |||
3) '''PROP_STATIC''' (This is a point entity (Pipe-valve prop)) | 3) '''PROP_STATIC''' (This is a point entity (Pipe-valve prop)) | ||
:a) Place a new prop_static entity on your map. | |||
:b) Choose and select its world model skin from one of the following, as: | |||
:*[models\props_pipes\valve001.mdl] --- ''Note: Best if used with the larger wheelvalve model.'' | ::*[models\props_pipes\valve001.mdl] --- ''Note: Best if used with the larger wheelvalve model.'' | ||
:*[models\props_pipes\valve002.mdl] | ::*[models\props_pipes\valve002.mdl] | ||
:c) Naming this entity is not required | |||
== SET INPUTS/OUTPUTS (I/O)== | == SET INPUTS/OUTPUTS (I/O)== | ||
1) Set the following output trigger(s) in the (FM1) brush's I/O. | 1) Set the following output trigger(s) in the (FM1) brush's I/O. | ||
[[ | [[file:I O WheelValve.png]] | ||
== GROUP | ==PLACE, ALIGN AND GROUP THE OBJECTS == | ||
Follow these steps: | Follow these steps: | ||
Line 54: | Line 57: | ||
*Center the origin for "W1". | *Center the origin for "W1". | ||
*Align "W1"'s origin with the prop_static's origin ''as close as possible''. | *Align "W1"'s origin with the prop_static's origin ''as close as possible''. | ||
*Place the momentary_rot_button brush entity '''"FM1"''' over "W1", making sure that "FM1" completely encloses "W1". Allow enough | *Place the momentary_rot_button brush entity '''"FM1"''' over "W1", making sure that "FM1" completely encloses "W1". Allow enough extension of "FM1" for the player to ''touch'' it. | ||
*Center the origin for "FM1". | *Center the origin for "FM1". | ||
*Align "FM1"'s origin with "W1"'s origin ''as close as possible''. | *Align "FM1"'s origin with "W1"'s origin ''as close as possible''. |
Latest revision as of 13:59, 7 June 2024
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.
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 MAKE A WHEELVALVE TURN (OPEN AND CLOSE)
Introduction
During the game, players will encounter various scenarios, where they will need to turn a pipe (wheelvalve) on and/or off to achieve an effect or desired progress in the game. This page will describe steps on how to build a functional wheelvalve prop for a custom map, where:
- The Player can +USE the valve object and it will turn (to open position).
- The Player can repeat the +USE action and the valve object will toggle back (to closed position)...OR...
- With the Toggle (Disable Auto Return) Flag un-checked, the valve object will automatically return to closed position.
REQUIRED ENTITIES AND OBJECTS
1) MOMENTARY_ROT_BUTTON (This is a brush-model entity.)
- a) Create a new texture brush on your map.
- b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity.
- c) Set the entity's class as a momentary_rot_button.
- d) Name the entity as "FM1"
- e) Select and apply the brush-texture: "Invisible" to the entity.
- f) For vertical position of the valve, set the following flags:
- Not Solid Checked
- Toggle Unchecked (optional)
- X Axis Checked
- Y Axis Checked
- Use Activates Checked
- g) For Horizontal position of the valve, set the following flags:
- Not Solid Checked
- Toggle Unchecked (optional)
- Use Activates Checked
2) PROP_DYNAMIC (This is a point entity (Wheelvalve prop).)
- a) Place a new prop_dynamic entity on your map.
- b) Choose and select its world model skin from one of the following, as:
- [models\props_pipes\valvewheel001.mdl]
- [models\props_pipes\valvewheel002.mdl]
- [models\props_pipes\valvewheel002a.mdl] --- Note: This model is larger.
- c) Name the entity as "W1"
- d) Select its Parent as [Func_for_Valve]
3) PROP_STATIC (This is a point entity (Pipe-valve prop))
- a) Place a new prop_static entity on your map.
- b) Choose and select its world model skin from one of the following, as:
- [models\props_pipes\valve001.mdl] --- Note: Best if used with the larger wheelvalve model.
- [models\props_pipes\valve002.mdl]
- c) Naming this entity is not required
SET INPUTS/OUTPUTS (I/O)
1) Set the following output trigger(s) in the (FM1) brush's I/O.
PLACE, ALIGN AND GROUP THE OBJECTS
Follow these steps:
- Center the origin of the prop_static entity (pipe system).
- Place the prop_dynamic entity "W1" into the desired position on the pipe system.
- Set the desired Pitch Yaw Roll (Y Z X ) values for entity "W1".
- Center the origin for "W1".
- Align "W1"'s origin with the prop_static's origin as close as possible.
- Place the momentary_rot_button brush entity "FM1" over "W1", making sure that "FM1" completely encloses "W1". Allow enough extension of "FM1" for the player to touch it.
- Center the origin for "FM1".
- Align "FM1"'s origin with "W1"'s origin as close as possible.
- Set the (Y) value for "FM1" equal to the (Y) value of "W1". (Note; If you move and/or re-orient these objects to a different position in the map, repeat this step.)
- Group all the objects. (You can also save the finished group as a pre-fab)
NOTES
Also see paragraph on Exploiting Origin in:
--The PaperDog 05:57, 15 March 2009 (UTC)