Dreamball:Creating a Marble Model Changer: Difference between revisions

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(New page: This page discusses using the db powerup modelchange entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, plac...)
 
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This page discusses using the [[db powerup modelchange]] entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, place the "SDK/prefabs/gameplay/marble_model_switcher.vmf" prefab in your map and it's ready to go.
This page discusses using the [[db powerup modelchanger]] entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, place the "SDK_content/prefabs/gameplay/marble_model_switcher.vmf" prefab in your map and it's ready to go.


For those who want to make their own for any reasons, the elements that make up the model changer are as follows:
For those who want to make their own for any reasons, the elements that make up the model changer are as follows:


*A [[trigger]] brush - used for firing the model switch (you can use anything else that can fire outputs also).
*A [[trigger]] brush - used for firing the model switch (you can use anything else that can fire outputs also).
*The [[db powerup modelchange]] entity - for defining what our new model is.
*The [[db powerup modelchanger]] entity - for defining what our new model is.


To make our model changer now, place a [[db powerup modelchange]] entity anywhere in your map. (this is a point entity) Now name it '''my_model_changer''' and in the '''New model''' field click browse and find the new marble model you want to use. You can also determine a new skin in the '''New skin''' field if you want to / or only want to change the model's skin.
 
To make our model changer now, place a [[db powerup modelchanger]] entity in your map. (this is a point entity) Now name it '''my_model_changer''' and in the '''New model''' field click browse and find the new marble model you want to use. You can also determine a new skin in the '''New skin''' field if you want to / or only want to change the model's skin.


Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output:
Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output:
:(or in any other entity that can add outputs)


::{| class=standard-table
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
|-
| [[Image:Io11.png]] || OnStartTouch || my_model_changer || Fire || 0 || 0.00 || Yes
| [[File:Io11.png]] || OnStartTouch || my_model_changer || Fire || 0 || 0.00 || No
|-
|-
|}
|}
{{note|you don't need to have it fire 'Only Once', if the player rolls over the trigger again the model change input will simply be ignored until they don't have the model they're trying to switch into}}


Now your model changer will switch models once triggered.  
Now your model changer will switch models once triggered.  
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==See also==
==See also==


"SDK/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher
*"Dreamball Dev Kit/SDK_content/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher
"SDK/mapsrc/sdk_model_switcher.vmf" - example map of switching the marble model
*"Dreamball Dev Kit/SDK_content/mapsrc/sdk_model_switcher.vmf" - an example map of switching the marble model
*[[db powerup modelchange]]
*[[db powerup modelchanger]]
 
[[Category:Dreamball]]

Latest revision as of 00:19, 7 January 2024

This page discusses using the db powerup modelchanger entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, place the "SDK_content/prefabs/gameplay/marble_model_switcher.vmf" prefab in your map and it's ready to go.

For those who want to make their own for any reasons, the elements that make up the model changer are as follows:

  • A trigger brush - used for firing the model switch (you can use anything else that can fire outputs also).
  • The db powerup modelchanger entity - for defining what our new model is.


To make our model changer now, place a db powerup modelchanger entity in your map. (this is a point entity) Now name it my_model_changer and in the New model field click browse and find the new marble model you want to use. You can also determine a new skin in the New skin field if you want to / or only want to change the model's skin.

Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output:

(or in any other entity that can add outputs)
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouch my_model_changer Fire 0 0.00 No
Note.pngNote:you don't need to have it fire 'Only Once', if the player rolls over the trigger again the model change input will simply be ignored until they don't have the model they're trying to switch into

Now your model changer will switch models once triggered.

Tip.pngTip:Use the trigger to also fire outputs to emit particles and play a sound to give a better effect. See the marble_model_switcher.vmf prefab for an example.

See also

  • "Dreamball Dev Kit/SDK_content/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher
  • "Dreamball Dev Kit/SDK_content/mapsrc/sdk_model_switcher.vmf" - an example map of switching the marble model
  • db powerup modelchanger