Creating an incinerator: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 31: Line 31:
|-
|-
|}
|}
Give it the following outputs:
<li>Create a room under it with the walls textured with "<code>metal/metalwall048c_gradient</code>" and the floors textured with "<code>lights/light_orange001</code>".
<li>Create a <code>[[filter_activator_name]]</code> nearby your button with the following properties:
::{| class=standard-table
::{| class=standard-table
!   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
! Property Name || Value
|-
|-
| [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || open || 0.00 || No
| Name || filter_victim_box
|-
|-
| [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || close || 4.00 || No
| Filter Name || victim_box
|}
|}</li>
<li>Create a room under it with the walls textured with "<code>metal/metalwall048c_gradient</code>" and the floors textured with "<code>lights/light_orange001</code>".
<li>Create a 2 unit tall <code>[[trigger_once]]</code> covering the bottom of the room with the following properties:
<li>Create a 2 unit tall <code>[[trigger_once]]</code> covering the bottom of the room with the following properties:
::{| class=standard-table
::{| class=standard-table
Line 46: Line 46:
| Name || trigger_door1
| Name || trigger_door1
|-
|-
| Filter Name || victom_box
| Filter Name || filter_victim_box
|-
|-
|}</li>
|}</li>
Line 53: Line 53:


=== Step 3 - The Door ===
=== Step 3 - The Door ===
<ol start="5"><li>Refer to [[Creating_a_button_and_door#The_door_setup]] for door creation.</li></ol>
<ol start="6"><li>Refer to [[Creating_a_button_and_door#The_door_setup]] for door creation.</li></ol>
=== Step 5 - Button Triggers ===
=== Step 4 - The Button ===
<!--Copied straight from http://developer.valvesoftware.com/wiki/Creating_a_button_and_door#The_button and modified to fit tutorial-->
<!--Copied straight from http://developer.valvesoftware.com/wiki/Creating_a_button_and_door#The_button and modified to fit tutorial-->
<ol start="7">
<ol start="7">
[[Image:Buttonanddoor4.jpg|right|thumb|The larger trigger_multiple.]]
[[Image:Buttonanddoor3.jpg|right|thumb|How to align the button models.]]
<li>Create a <code>48Wx48Lx1H</code> <code>[[trigger_multiple]]</code> with the following properties:
<li>Create a <code>prop_static</code> with the following properties:
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
|-
|-
| Name || button_trigger_player
| World Model || <code>models/props/button_base_reference.mdl</code>
|}  
|}</li>
Place it right on top of the button_top_model.</li>
<li>Create a <code>prop_dynamic</code> aligned on top of the <code>prop_static</code> with the following properties:
[[Image:Buttonanddoor5.jpg|right|thumb|The smaller trigger_multiple.]]
<li>Create a <code>[[filter_activator_name]]</code> nearby your button with the following properties:
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
|-
|-
| Name || button_filter_boxes
| Name || button_top_model
|-
|-
| Filter Name || victim_box
| World Model || models/props/button_top_reference.mdl
|}</li>
|}</li>
<li>Next create a <code>7Wx7Lx1H</code> cylinder <code>trigger_multiple</code> with 8 sides and the following properties:
::{| class=standard-table
!  Property Name || Value
|-
| Name || button_trigger_box
|-
| Filter Name || button_filter_boxes
|}
Change the flags so only "Physics Objects" is set, and place it directly on top and in the center of the <code>button_top_model</code></li>
<li>Create an <code>[[ambient_generic]]</code> with the following properties:
<li>Create an <code>[[ambient_generic]]</code> with the following properties:
::{| class=standard-table
::{| class=standard-table
Line 94: Line 82:
| Source Entity Name || button_top_model
| Source Entity Name || button_top_model
|}</li>
|}</li>
<li>Create another <code>[[ambient_generic]]</code> with the following properties:
<li>Create another <code>ambient_generic</code> with the following properties:
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
Line 104: Line 92:
| Source Entity Name || button_top_model
| Source Entity Name || button_top_model
|}</li>
|}</li>
<li>Now go back and select the cylinder <code>func_door</code> brush under the button, "button_top_door" and setup the Outputs as below:
</li>Create a <code>58Wx58Lx9H</code> cylinder <code>[[func_door]]</code> with 8 sides with the following properties:
::{| class=standard-table
::{| class=standard-table
!   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
! Property Name || Value
|-
| Name || button_top_door
|-
|-
| [[Image:Io11.png]] || OnClose || door_left || Close || <none> || 0.00 || No
| Speed || 25
|-
|-
| [[Image:Io11.png]] || OnClose || door_right || Close || <none> || 0.00 || No
| Delay before Reset || -1
|-
| Move Direction || 90 0 0 (or Down)
|}
Give it the following outputs:
::{| class=standard-table
|| My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
|-
| [[Image:Io11.png]] || OnClose || button_up || PlaySound || <none> || 0.00 || No
| [[Image:Io11.png]] || OnClose || button_up || PlaySound || <none> || 0.00 || No
|-
|-
| [[Image:Io11.png]] || OnOpen || door_left || Open || <none> || 0.00 || No
| [[Image:Io11.png]] || OnOpen || button_down || PlaySound || <none> || 0.00 || No
|}
Move it underneath your <code>prop_dynamic, and Uncheck all flags.</li>
<li>Set the Parent of <code>button_top_model</code> to "button_top_door".</li>
[[Image:Buttonanddoor4.jpg|right|thumb|The larger trigger_multiple.]]
<li>Create a <code>48Wx48Lx1H</code> <code>[[trigger_multiple]]</code> with the following properties:
::{| class=standard-table
!  Property Name || Value
|-
| Name || button_trigger_player
|}
Place it right on top of the button_top_model.</li>
[[Image:Buttonanddoor5.jpg|right|thumb|The smaller trigger_multiple.]]
<li>Next create a <code>7Wx7Lx1H</code> cylinder <code>trigger_multiple</code> with 8 sides and the following properties:
::{| class=standard-table
!  Property Name || Value
|-
|-
| [[Image:Io11.png]] || OnOpen || door_right || Open || <none> || 0.00 || No
| Name || button_trigger_box
|-
|-
| [[Image:Io11.png]] || OnOpen || button_down || PlaySound || <none> || 0.00 || No
| Filter Name || button_filter_boxes
|}
|}
 
Change the flags so only "Physics Objects" is set, and place it directly on top and in the center of the <code>button_top_model</code></li>
7. Select the larger <code>trigger_multiple</code>, "button_trigger_player" and setup the Output as below:
<li>Select "button_trigger_player" and setup the Output as below:
::{| 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
Line 132: Line 143:
|-
|-
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
|}
|}</li>
8. Select the smaller, cylinder <code>trigger_multiple</code>, "button_trigger_box" and setup the Output as below:
<li>Select the smaller, cylinder <code>trigger_multiple</code>, "button_trigger_box" and setup the Output as below:
::{| 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
Line 144: Line 155:
|-
|-
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
| [[Image:Io11.png]] || OnStartTouch || button_top_door || Open || <none> || 0.00 || No
|}
|}</li>
[[Image:Buttonanddoor6.jpg|right|thumb|The final product.]]
[[Image:Buttonanddoor6.jpg|right|thumb|The final product.]]
9. Finally, create a [[light]] entity underneath the top of the button but still inside the base. Give it the following properties:
<li>Create a [[light]] completely underneath the top of the button but still inside the base with the following properties:
::{| class=standard-table
::{| class=standard-table
!  Property Name || Value
!  Property Name || Value
Line 154: Line 165:
| BrightnessHDR || 251 159 57 20
| BrightnessHDR || 251 159 57 20
|}
|}
{{Note|The light should be '''2''' Units above the original base ground that the main base Button model is on, in order to cast correctly.}}
{{Note|The light should be '''2''' Units above the original base ground that the main base Button model is on, in order to cast correctly.}}</li>
 
</ol>
You have now created a button which will open a door by a player standing on the button or a box weighing it down. Only those two things will work on it.
{{clr}}


== Temp ==
== Temp ==
(This section is being used to store information during the current edit. Do not modify)
(This section is being used to store information during the current edit. Do not modify)
=== Models ===
[[Image:Buttonanddoor3.jpg|right|thumb|How to align the button models.]]
1. Create a <code>prop_static</code> with a ''World Model'' of "<code>models/props/button_base_reference.mdl</code>".
2. Create a <code>prop_dynamic</code> aligned on top of the <code>prop_static</code> with the following settings:
::{| class=standard-table
::{| class=standard-table
! Property Name || Value
!   || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
|-
| World Model || models/props/button_top_reference.mdl
| [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || open || 0.00 || No
|-
|-
| Name || button_top_model
| [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || close || 4.00 || No
|}
 
=== Movement ===
1. Next create a <code>58Wx58Lx9H</code> cylinder brush with 8 sides and textured with [[Tool textures|nodraw]]. Move this brush right underneath your <code>prop_dynamic</code>. Tie the cylinder to a [[func_door]] with the following settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || button_top_door
|-
| Speed || 25
|-
| Delay before Reset || -1
|-
| Move Direction || 90 0 0 (or Down)
|}
|}
Also make sure nothing is checked under ''Flags''.
2. Set the Parent of <code>button_top_model</code> to be "button_top_door".


== See also ==
== See also ==

Revision as of 21:51, 30 December 2009

Portal Level Creation
Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
Warning.pngWarning:This tutorial is incomplete/possibly inaccurate! Someone experienced with Portal mapping is required to check for errors.

Introduction

In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certian box is placed into it, and open when that box is placed on a 1500-Megawatt Aperture Science Heavy-Duty Supercolliding Superbutton.

Instructions

Step 1 - The Box

  1. Create a prop_physics with the following properties:
    Property Name Value
    Name victim_box
    World Model models/props/metal_box.mdl

Step 2 - The Incinerator

  1. Create a prop_dynamic with the following properties:
    Property Name Value
    Name incinerator
    World Model models/props_bts/glados_aperturedoor.mdl
  2. Create a room under it with the walls textured with "metal/metalwall048c_gradient" and the floors textured with "lights/light_orange001".
  3. Create a filter_activator_name nearby your button with the following properties:
    Property Name Value
    Name filter_victim_box
    Filter Name victim_box
  4. Create a 2 unit tall trigger_once covering the bottom of the room with the following properties:
    Property Name Value
    Name trigger_door1
    Filter Name filter_victim_box

Step 3 - The Door

  1. Refer to Creating_a_button_and_door#The_door_setup for door creation.

Step 4 - The Button

    How to align the button models.
  1. Create a prop_static with the following properties:
    Property Name Value
    World Model models/props/button_base_reference.mdl
  2. Create a prop_dynamic aligned on top of the prop_static with the following properties:
    Property Name Value
    Name button_top_model
    World Model models/props/button_top_reference.mdl
  3. Create an ambient_generic with the following properties:
    Property Name Value
    Name button_down
    Sound Name Portal.button_down
    Source Entity Name button_top_model
  4. Create another ambient_generic with the following properties:
    Property Name Value
    Name button_up
    Sound Name Portal.button_up
    Source Entity Name button_top_model
  5. Create a 58Wx58Lx9H cylinder func_door with 8 sides with the following properties:
    Property Name Value
    Name button_top_door
    Speed 25
    Delay before Reset -1
    Move Direction 90 0 0 (or Down)

    Give it the following outputs:

    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnClose button_up PlaySound <none> 0.00 No
    Io11.png OnOpen button_down PlaySound <none> 0.00 No
    Move it underneath your prop_dynamic, and Uncheck all flags.
  6. Set the Parent of button_top_model to "button_top_door".
  7. The larger trigger_multiple.
  8. Create a 48Wx48Lx1H trigger_multiple with the following properties:
    Property Name Value
    Name button_trigger_player
    Place it right on top of the button_top_model.
  9. The smaller trigger_multiple.
  10. Next create a 7Wx7Lx1H cylinder trigger_multiple with 8 sides and the following properties:
    Property Name Value
    Name button_trigger_box
    Filter Name button_filter_boxes
    Change the flags so only "Physics Objects" is set, and place it directly on top and in the center of the button_top_model
  11. Select "button_trigger_player" and setup the Output as below:
    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnEndTouchAll button_trigger_box Enable <none> 0.00 No
    Io11.png OnEndTouchAll button_top_door Close <none> 0.00 No
    Io11.png OnStartTouch button_trigger_box Disable <none> 0.00 No
    Io11.png OnStartTouch button_top_door Open <none> 0.00 No
  12. Select the smaller, cylinder trigger_multiple, "button_trigger_box" and setup the Output as below:
    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnEndTouchAll button_trigger_player Enable <none> 0.00 No
    Io11.png OnEndTouchAll button_top_door Close <none> 0.00 No
    Io11.png OnStartTouch button_trigger_player Disable <none> 0.00 No
    Io11.png OnStartTouch button_top_door Open <none> 0.00 No
  13. The final product.
  14. Create a light completely underneath the top of the button but still inside the base with the following properties:
    Property Name Value
    Brightness 251 159 57 30
    BrightnessHDR 251 159 57 20
    Note.pngNote:The light should be 2 Units above the original base ground that the main base Button model is on, in order to cast correctly.

Temp

(This section is being used to store information during the current edit. Do not modify)

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnUser1 incinerator SetAnimation open 0.00 No
Io11.png OnUser1 incinerator SetAnimation close 4.00 No

See also