Creating an incinerator: Difference between revisions
		
		
		
		
		
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Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.
		
	
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=== Step 3 - The Door ===  | === Step 3 - The Door ===  | ||
=== Step 4 - The Button ===  | === Step 4 - The Button ===  | ||
Revision as of 09:03, 15 October 2010
Introduction
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certain 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_physicswith the following properties:Property Name Value Name victim_box World Model models/props/metal_box.mdl
 
Step 2 - The Incinerator
- Create a 
prop_dynamicwith 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_namenearby your button with the following properties:Property Name Value Name filter_victim_box Filter Name victim_box 
 - Create a 2 unit tall 
trigger_oncecovering the bottom of the room with the following properties:Property Name Value Name trigger_door1 Filter Name filter_victim_box 
 - Create a cylinder the same size as the hole in the 
prop_dynamic. This will be used to cut a hole in the floor of the room. - Push the cylinder into the floor where the 
prop_dynamicwill sit. - Right-click the cylinder and select 
carve. This will cut a hole in the floor of the room. - Delete the cylinder.
 
Step 3 - The Door
Step 4 - The Button
- Create a 
prop_staticwith the following properties:Property Name Value World Model models/props/button_base_reference.mdl
 - Create a 
prop_dynamicaligned on top of theprop_staticwith the following properties:Property Name Value Name button_top_model World Model models/props/button_top_reference.mdl 
 - Create an 
ambient_genericwith the following properties:Property Name Value Name button_down Sound Name Portal.button_down Source Entity Name button_top_model 
 - Create another 
ambient_genericwith 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 
48Wx48Lx1Htrigger_multiplewith the following properties:Property Name Value Name button_trigger_player 
 - Next create a 
7Wx7Lx1Hcylindertrigger_multiplewith 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. - Give "trigger_door1" the following outputs:
 
58Wx58Lx9H cylinder func_door with 8 sides with the following properties:
Give it the following outputs: