User talk:Mr.p.kiwi: Difference between revisions
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The disk room is the final challenge Atlas and P-body must face when completing a course. It is placed in parts beyond GLaDOS's influence and serve as a last stand of the humans against GLaDOS's growing control over the facility. | The disk room is the final challenge Atlas and P-body must face when completing a course. It is placed in parts beyond GLaDOS's influence and serve as a last stand of the humans against GLaDOS's growing control over the facility. | ||
=== Disk Emitter === | === Disk Emitter === | ||
This is the device that creates the disks. It can re-create the disk in case the disk is lost or dissolved. | This is the device that creates the disks. It can re-create the disk in case the disk is lost or dissolved. It is usually placed near the '''Disk Receiver''' at the end of the last chamber of the course. However it doesn't have to be like that; placing the emitter at the start of the chamber can lead to some interesting puzzles, in which the main priority is to make sure the disc would not get lost. | ||
==== Step 1 ==== | ==== Step 1 ==== | ||
Create a prop_static and set it's model to <code>models/props_gameplay/laser_disc_player.mdl</code>. | [[Image:Disk emitter1.jpg|350px|thumb|right|Snap on the [[Basic Construction#The_grid|grid]]: 2]] | ||
Create a [[prop_static]] and set it's model to <code>models/props_gameplay/laser_disc_player.mdl</code>, place it anywhere in your map. This is where the disc would be picked up from. | |||
We will create the disc now; a [[prop_dynamic_override]]. Set its [[Hammer Object Properties Dialog|properties]] as follows: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Parent || spawner_door | |||
|- | |||
| Disable Shadows || Yes | |||
|- | |||
| World Model || laser_disc.mdl | |||
|- | |||
| Name || start_disk | |||
|} | |||
Place the disk model in the device as detailed in the picture to the right. | |||
Now create a 8x20x1 brush and texture it with <code>tools/toolsinvisible</code>. Place it on top of the disc model, again, as shown on the picture to the right. Tie the brush to an entity (by pressing {{key|Ctrl|T}}) and make it a [[func_door]]. Now set its properties as follows: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || spawner_door | |||
|- | |||
| Speed || 26 | |||
|- | |||
| Start Sound || World.LaserDiskLoad | |||
|- | |||
| Delay Before Reset (-1 stay) || -1 | |||
|- | |||
| Loop Moving Sound || Yes | |||
|- | |||
| Move Direction || 0 0 0 | |||
|} | |||
{{Note|The Move Direction should be set to whatever [[QAngle|Pitch Yaw Roll]] you have for your <code>laser_disc_player.mdl</code>.}} | |||
Another entity must be made now a [[prop_physics_override]], this will be the disc the players would carry around. Hold {{Key|Shift}} and drag the ''start_disk'' to the point it is no longer in the device and only it's 'tip' touches the entrance. Change it's "Class" to prop_physics_override and name it disk. | |||
==== Step 2 ==== | ==== Step 2 ==== | ||
# create a point_template name it template_disk_spawn. Set template 1 to start_disk and template 2 to spawner_door | # create a point_template name it template_disk_spawn. Set template 1 to start_disk and template 2 to spawner_door |
Revision as of 03:43, 30 August 2011
Tables
Trying to create good looking tables! ...You know, for the articles; but they need to reach perfection somewhere. If YOU feel like it, you can create a table here too, so that everyone can learn, including yourself. You can experiment on this page all day long - just leave your name as the title of the table, so that it'll be more organized.
To do such a thing, you would need to do something like this:
{| class="standard-table" |+ your name goes here !Header |- |Table |}
For example:
This will be a header | This will be a header2 | This will be a header3 |
---|---|---|
Column1; Row1 | Column2; Row1 | |
Column 1; Row 2&3 | Column3; Row2 | |
Column2; Row3 | Column3; Row3 |
External Links
Disk Room
The disk room is the final challenge Atlas and P-body must face when completing a course. It is placed in parts beyond GLaDOS's influence and serve as a last stand of the humans against GLaDOS's growing control over the facility.
Disk Emitter
This is the device that creates the disks. It can re-create the disk in case the disk is lost or dissolved. It is usually placed near the Disk Receiver at the end of the last chamber of the course. However it doesn't have to be like that; placing the emitter at the start of the chamber can lead to some interesting puzzles, in which the main priority is to make sure the disc would not get lost.
Step 1

Create a prop_static and set it's model to models/props_gameplay/laser_disc_player.mdl
, place it anywhere in your map. This is where the disc would be picked up from.
We will create the disc now; a prop_dynamic_override. Set its properties as follows:
Property Name Value Parent spawner_door Disable Shadows Yes World Model laser_disc.mdl Name start_disk
Place the disk model in the device as detailed in the picture to the right.
Now create a 8x20x1 brush and texture it with tools/toolsinvisible
. Place it on top of the disc model, again, as shown on the picture to the right. Tie the brush to an entity (by pressing Ctrl+T) and make it a func_door. Now set its properties as follows:
Property Name Value Name spawner_door Speed 26 Start Sound World.LaserDiskLoad Delay Before Reset (-1 stay) -1 Loop Moving Sound Yes Move Direction 0 0 0

laser_disc_player.mdl
.Another entity must be made now a prop_physics_override, this will be the disc the players would carry around. Hold ⇧ Shift and drag the start_disk to the point it is no longer in the device and only it's 'tip' touches the entrance. Change it's "Class" to prop_physics_override and name it disk.
Step 2
- create a point_template name it template_disk_spawn. Set template 1 to start_disk and template 2 to spawner_door
- create a point_template name it template_disk set template 1 to disk.
Property Name Value Name spawner_door