Complimentary Victory Lift: Difference between revisions
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=== Glass === | === Glass === | ||
You'll notice there is no glass to stand on, so go ahead and make a 116L x 116W x 2H block and texture it with '''glass/glasswindow_frosted_004''' and place it where it should be. Set your grid size to '''2'''. | You'll notice there is no glass to stand on, so go ahead and make a 116L x 116W x 2H block and texture it with '''glass/glasswindow_frosted_004''' and place it where it should be. Set your grid size to '''2'''. | ||
== The trigger == | |||
This tutorial assumes you have moderate knowledge of I/O's. | |||
=== Area trigger === | |||
Encase the desired area with a brush textured with the trigger texture. Tie it to a [[trigger_multiple|trigger_multiple]] and add the following outputs: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnEndTouchAll || victory_lift || Close || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnStartTouchAll || victory_lift || Open || <none> || 0.00 || No | |||
|} | |||
=== Button trigger === | |||
Add these outputs to both triggers on the button: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnEndTouchAll || victory_lift || Close || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnStartTouchAll || victory_lift || Open || <none> || 0.00 || No | |||
|} | |||
=== Switch Trigger === | |||
Add these outputs to the trigger on the switch: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnOut || victory_lift || Close || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnPressed || victory_lift || Open || <none> || 0.00 || No | |||
|} | |||
And now your Complimentary Victory Lift is done! Just compile and test for errors! | |||
TUTORIAL BY [[Sixλxis|Sixλxis]] |
Revision as of 16:22, 14 July 2010
Introduction
In this tutorial you will learn how to make a Complimentary Victory Lift in the Hammer Editor.
The piston
First thing to do is to make the func_door.
You can use mini_piston_inside.mdl or you can copy the fake piston from the example map provided with Portal.
I'm using the fake piston for the tutorial, you may want to use the clipping_tool to cut the fake piston to the appropriate size. If you're using the model piston, then simply parent it to a func_door brush that is an appropriate size.
Place your piston where you want it and give it the following parameters:
Property Name Value Name victory_lift Delay Before Reset 0 Speed 25
Platform
Now you need something to stand on. Create a prop_dynamic and set its World Model to lift_platform.mdl or light_rail_platform.mdl and place it at the top of your piston.
Give the model the following parameters:
Property Name Value Name victory_lift_model Parent victory_lift World Model lift_platform.mdl OR light_rail_platform.mdl
Glass
You'll notice there is no glass to stand on, so go ahead and make a 116L x 116W x 2H block and texture it with glass/glasswindow_frosted_004 and place it where it should be. Set your grid size to 2.
The trigger
This tutorial assumes you have moderate knowledge of I/O's.
Area trigger
Encase the desired area with a brush textured with the trigger texture. Tie it to a trigger_multiple and add the following outputs:
Button trigger
Add these outputs to both triggers on the button:
Switch Trigger
Add these outputs to the trigger on the switch:
And now your Complimentary Victory Lift is done! Just compile and test for errors!
TUTORIAL BY Sixλxis