Coop Door (Portal 2): Difference between revisions

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==Creation==
==Creation==
===Step one===
1.)
Add a [[prop_testchamber_door]]. With the following settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || door_01
|}
2.)
Add a [[logic_coop_manager]] with the following settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || coop_man
|}
and outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnChangeToAllTrue || door_01 || Open || <none> || 0.00 || No
|}
===Triggers===
1.)
Add a [[Logic_relay]] with the following Settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || relay_b_in
|}
and outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnTrigger || coop_man || SetStateATrue || <none> || 0.00 || No
|}
2.)
Add a [[Logic_relay]] with the following Settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || relay_b_out
|}
and outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnTrigger || coop_man || SetStateAFalse || <none> || 0.00 || No
|}
3.)
Repeat steps 1-2 but change the following:
::{| class=standard-table
!  Property Name || Value
|-
| Name || relay_o_in
|}
outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnTrigger || coop_man || SetStateBTrue || <none> || 0.00 || No
|}
Add a [[Logic_relay]] with the following Settings:
::{| class=standard-table
!  Property Name || Value
|-
| Name || relay_o_out
|}
outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnTrigger || coop_man || SetStateBFalse || <none> || 0.00 || No
|}
4.)
Create a block brush with trigger texture applied. Tie this brush to a [[trigger_playerteam]] with the following outputs:
::{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnStartTouchBluePlayer || relay_b_in || Trigger || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnEndTouchBluePlayer || relay_b_out || Trigger || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnStartTouchOrangePlayer || relay_o_in || Trigger || <none> || 0.00 || No
|-
| [[Image:Io11.png]] || OnEndTouchOrangePlayer || relay_o_out || Trigger || <none> || 0.00 || No
|}
===Check Boxes===
1.)
Add a Prop_static with the following settings:
::{| class=standard-table
!  Property Name || Value
|-
| World Model || models/props/sign_frame02/sign_frame02.mdl
|}
2.)
Create a <code>32Lx4Wx32H</code> [[func_brush]] with the texture:
[[signage/coop/teamdoor/orange]]
Align it to the left, inside the frame.
3.)
Repeat step 2 but change the following:
[[signage/coop/teamdoor/blue]]
Align it to the right, inside the frame.
UNDER CONSTRUCTION (<code>Adding now</code>)
To detect the bots, use a [[trigger_playerteam]] with the outputs OnStartTouchBlue, OnStartTouchOrange, OnEndTouchBlue and OnEndTouchOrange.
To detect the bots, use a [[trigger_playerteam]] with the outputs OnStartTouchBlue, OnStartTouchOrange, OnEndTouchBlue and OnEndTouchOrange.
To make the signs that are above the door, use [[signage/coop/teamdoor]] textures on func_brushes with an env_texturetoggle to change from an X to a Check.
To make the signs that are above the door, use [[signage/coop/teamdoor]] textures on func_brushes with an env_texturetoggle to change from an X to a Check.

Revision as of 10:14, 12 May 2011

Co-Op doors consist of two triggers that both bots step on to open the door and for each trigger a person sign lights up.

Creation

Step one

1.) Add a prop_testchamber_door. With the following settings:

Property Name Value
Name door_01

2.) Add a logic_coop_manager with the following settings:

Property Name Value
Name coop_man

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnChangeToAllTrue door_01 Open <none> 0.00 No


Triggers

1.) Add a Logic_relay with the following Settings:

Property Name Value
Name relay_b_in

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateATrue <none> 0.00 No

2.) Add a Logic_relay with the following Settings:

Property Name Value
Name relay_b_out

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateAFalse <none> 0.00 No

3.) Repeat steps 1-2 but change the following:

Property Name Value
Name relay_o_in

outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateBTrue <none> 0.00 No

Add a Logic_relay with the following Settings:

Property Name Value
Name relay_o_out

outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateBFalse <none> 0.00 No

4.) Create a block brush with trigger texture applied. Tie this brush to a trigger_playerteam with the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouchBluePlayer relay_b_in Trigger <none> 0.00 No
Io11.png OnEndTouchBluePlayer relay_b_out Trigger <none> 0.00 No
Io11.png OnStartTouchOrangePlayer relay_o_in Trigger <none> 0.00 No
Io11.png OnEndTouchOrangePlayer relay_o_out Trigger <none> 0.00 No

Check Boxes

1.) Add a Prop_static with the following settings:

Property Name Value
World Model models/props/sign_frame02/sign_frame02.mdl

2.) Create a 32Lx4Wx32H func_brush with the texture: signage/coop/teamdoor/orange Align it to the left, inside the frame. 3.) Repeat step 2 but change the following: signage/coop/teamdoor/blue Align it to the right, inside the frame.


UNDER CONSTRUCTION (Adding now)



To detect the bots, use a trigger_playerteam with the outputs OnStartTouchBlue, OnStartTouchOrange, OnEndTouchBlue and OnEndTouchOrange. To make the signs that are above the door, use signage/coop/teamdoor textures on func_brushes with an env_texturetoggle to change from an X to a Check.