The Ship Basics: Interactions: Difference between revisions

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== Usage of Interactive's ==
{{alias|#|any arbitrary number}}
== Creating Doors ==
#Create a [[prop_door_rotating]] and set its World Model to a door.
#Name it Door_#
#Place it in your doorway
#Make a brush that completely surrounds the door with the material <code>tools/toolsinteractive</code>
#Select the brush and make it a [[ship_base_interaction]]
##Set its Parent keyvalue and Target Entity keyvalue to Door_#
##Set its Context Sensitive Interface Menu to Door
##Set its Default Action to Open
Hopefully this sheds some light on how interactions work; to be more productive, use the door prefabs included in [[The Ship SDK]].


This is basically what I have been able to make using Interactive's . If you know how to do something or someone has made an error please edit it.
== Creating Cabinet/Wardrobe ==


 
#Create a [[ship_container]] named Dresser_# and choose the world model as some sort of container (e.g. a dresser)
 
##Set Container Capacity to preferred setting
== Doors ==
##Set Inventory Menu Title to correspond with the model
This is how you create a basic door
#Create a brush that covers the container with the material <code>tools/toolsinteractive</code>
:1) Spawn a entity Called Prop_door_rotating
#Cover sides that should not be interactive or are not visible with <code>tools/toolsnoninteractive</code>
:2) Name it Door_1 Or whatever u are going to use
#Make that brush into a [[ship_base_interaction]]
:3) Place it in your doorway
##Set its Target Entity to Dresser_#
:4) Make a cube completely Surrounding the door
##Set its Context Sensitive Interface Menu to Container
:5) Use the texture tools/toolsinteractive
##Set its Default Action to Open
:6) Select the interactive Cube and press ctrl + T
[[Category:The Ship]]
:7) Go to Parent
:8) Type in the name of your door
:9) Go to Target entity Put in the name of your door
:10) Go to Context Sensitive Interface Menu.
:11) Go to the scroll down menu and select Door.
 
You should now have a working door
 
== Room Name (Location Title) ==
This Is how you get the room names to work such as Corridor and First Class Cabin 1
 
Make a Cube the size of the room or space u want to label
:2) Put tools/toolsshiproom as the texture and texture that cube
:3) Select the cube and press Ctrl + T
:4) Put the Name as E.g If its a corridor Corridor_X
:5) If Its a Off limits room you can change the Trespass Sentence and Trespass Fine
:6) Change The Room Deck, Room Number, Room Name, Room Type to correspond to the room you are naming
 
Test it out your room should be named now as Room name followed buy the room Number and then the room Deck

Latest revision as of 14:49, 28 December 2006

Note.pngNote:For the sake of this article, # represents any arbitrary number.

Creating Doors

  1. Create a prop_door_rotating and set its World Model to a door.
  2. Name it Door_#
  3. Place it in your doorway
  4. Make a brush that completely surrounds the door with the material tools/toolsinteractive
  5. Select the brush and make it a ship_base_interaction
    1. Set its Parent keyvalue and Target Entity keyvalue to Door_#
    2. Set its Context Sensitive Interface Menu to Door
    3. Set its Default Action to Open

Hopefully this sheds some light on how interactions work; to be more productive, use the door prefabs included in The Ship SDK.

Creating Cabinet/Wardrobe

  1. Create a ship_container named Dresser_# and choose the world model as some sort of container (e.g. a dresser)
    1. Set Container Capacity to preferred setting
    2. Set Inventory Menu Title to correspond with the model
  2. Create a brush that covers the container with the material tools/toolsinteractive
  3. Cover sides that should not be interactive or are not visible with tools/toolsnoninteractive
  4. Make that brush into a ship_base_interaction
    1. Set its Target Entity to Dresser_#
    2. Set its Context Sensitive Interface Menu to Container
    3. Set its Default Action to Open