Creating an incinerator: Difference between revisions
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Warning:This tutorial is incomplete/possibly inaccurate! Someone experienced with Portal mapping is required to check for errors.
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<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 | ||
! | ! Property Name || Value | ||
|- | |- | ||
| | | Name || filter_victim_box | ||
|- | |- | ||
| | | Filter Name || victim_box | ||
|} | |}</li> | ||
<li> | |||
<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 || | | Filter Name || filter_victim_box | ||
|- | |- | ||
|}</li> | |}</li> | ||
Line 53: | Line 53: | ||
=== Step 3 - The Door === | === Step 3 - The Door === | ||
<ol start=" | <ol start="6"><li>Refer to [[Creating_a_button_and_door#The_door_setup]] for door creation.</li></ol> | ||
=== Step | === 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: | [[Image:Buttonanddoor3.jpg|right|thumb|How to align the button models.]] | ||
<li>Create a <code> | <li>Create a <code>prop_static</code> with the following properties: | ||
::{| class=standard-table | ::{| class=standard-table | ||
! Property Name || Value | ! Property Name || Value | ||
|- | |- | ||
| | | World Model || <code>models/props/button_base_reference.mdl</code> | ||
|} | |}</li> | ||
<li>Create a <code>prop_dynamic</code> aligned on top of the <code>prop_static</code> with the following properties: | |||
<li>Create a <code> | |||
::{| class=standard-table | ::{| class=standard-table | ||
! Property Name || Value | ! Property Name || Value | ||
|- | |- | ||
| Name || | | Name || button_top_model | ||
|- | |- | ||
| | | World Model || models/props/button_top_reference.mdl | ||
|}</li> | |}</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> | <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> | </li>Create a <code>58Wx58Lx9H</code> cylinder <code>[[func_door]]</code> with 8 sides with the following properties: | ||
::{| class=standard-table | ::{| class=standard-table | ||
! | ! 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: | |||
::{| 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 || | | [[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 | |||
|- | |- | ||
| | | 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>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> | ||
<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.]] | ||
<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> | |||
== 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) | ||
::{| class=standard-table | ::{| class=standard-table | ||
! | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
|- | |- | ||
| | | [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || open || 0.00 || No | ||
|- | |- | ||
| | | [[Image:Io11.png]] || OnUser1 || incinerator || SetAnimation || close || 4.00 || No | ||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
== See also == | == See also == |
Revision as of 21:51, 30 December 2009

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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
- 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
- Create a
prop_dynamic
with the following properties:Property Name Value Name incinerator World Model models/props_bts/glados_aperturedoor.mdl
- Create a room under it with the walls textured with "
metal/metalwall048c_gradient
" and the floors textured with "lights/light_orange001
". - Create a
filter_activator_name
nearby your button with the following properties:Property Name Value Name filter_victim_box Filter Name victim_box
- 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
- Refer to Creating_a_button_and_door#The_door_setup for door creation.
Step 4 - The Button
- Create a
prop_static
with the following properties:Property Name Value World Model models/props/button_base_reference.mdl
- Create a
prop_dynamic
aligned on top of theprop_static
with the following properties:Property Name Value Name button_top_model World Model models/props/button_top_reference.mdl
- 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
- 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
Create a Property Name Value Name button_top_door Speed 25 Delay before Reset -1 Move Direction 90 0 0 (or Down)
- Set the Parent of
button_top_model
to "button_top_door". - Create a
48Wx48Lx1H
trigger_multiple
with the following properties:Property Name Value Name button_trigger_player
- Next create a
7Wx7Lx1H
cylindertrigger_multiple
with 8 sides and the following properties:Property Name Value Name button_trigger_box Filter Name button_filter_boxes
button_top_model
- Select "button_trigger_player" and setup the Output as below:
- Select the smaller, cylinder
trigger_multiple
, "button_trigger_box" and setup the Output as below: - 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:The light should be 2 Units above the original base ground that the main base Button model is on, in order to cast correctly.
58Wx58Lx9H
cylinder func_door
with 8 sides with the following properties:
Give it the following outputs:
prop_dynamic, and Uncheck all flags.
Temp
(This section is being used to store information during the current edit. Do not modify)
See also