User talk:Mr.p.kiwi: Difference between revisions
(→Disk Room: Hopefully finished 'step 1') |
(→Disk Room: some point_templates in case they're needed...) |
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*[http://meta.wikimedia.org/wiki/Help:Table| How to create tables] | *[http://meta.wikimedia.org/wiki/Help:Table| How to create tables] | ||
== | == Disc Room == | ||
The | The disc 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. | ||
=== | === Disc Emitter === | ||
This is the device that creates the | This is the device that creates the discs. It can re-create the disc in case the disc is lost or dissolved. It is usually placed near the '''Disc 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 wouldn't get lost. | ||
==== Step 1 ==== | ==== Step 1 ==== | ||
[[Image:Disk emitter1.jpg|350px|thumb|right|Snap on the [[Basic Construction#The_grid|grid]]: 2]] | [[Image:Disk emitter1.jpg|350px|thumb|right|Snap on the [[Basic Construction#The_grid|grid]]: 2]] | ||
Line 56: | Line 56: | ||
| World Model || laser_disc.mdl | | World Model || laser_disc.mdl | ||
|- | |- | ||
| Name || | | Name || start_disc | ||
|} | |} | ||
Place the | Place the disc 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: | 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: | ||
Line 77: | Line 77: | ||
|} | |} | ||
{{Note|The Move Direction should be set to whatever [[QAngle|Pitch Yaw Roll]] you have for your <code>laser_disc_player.mdl</code>.}} | {{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 '' | 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_disc'' 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 disc. | ||
==== Step 2 ==== | ==== Step 2 ==== | ||
Here we would make some templates to respawn the disc in case it'll get lost. | |||
{{Note|This step is not crucial for the emitter to operate, skip to step 3 if there is no way to lose the disc in your map.}} | |||
Create a [[point_template]] with the following properties: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || template_disc_spawn | |||
|- | |||
| Template 1 || start_disc | |||
|- | |||
| Template 2 || spawner_door | |||
|} | |||
Create one more point_template with these properties: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || template_disc | |||
|- | |||
| Template 1 || disc | |||
|} | |||
==== Step 3 ==== | |||
Create a [[logic_auto]] with the following output: | |||
:{| border=1 cellpadding="2" cellspacing="1" | :{| border=1 cellpadding="2" cellspacing="1" | ||
|- align=left style="background:#DCDCDC; color:black" | |- align=left style="background:#DCDCDC; color:black" | ||
Line 87: | Line 110: | ||
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | ! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | ||
|- | |- | ||
| [[Image:Io11.png]] || || || || || 0.00 || No | | [[Image:Io11.png]] || OnMapSpawn || template_disk_spawn || ForceSpawn || || 0.00 || No | ||
|} | |||
{{Tip|We would use this entity again further in the tutorial, don't forget it's here.}} | |||
Open your '''spawner_door''' '[[Inputs and Outputs#Outputs|Output]]' tab and add the following properties: | |||
:{| border=1 cellpadding="2" cellspacing="1" | |||
|- align=left style="background:#DCDCDC; color:black" | |||
! | |||
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnFullyOpen || start_disc || ClearParent || || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnFullyOpen || start_disc || TurnOff || || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnFullyOpen || template_disc || ForceSpawn || || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnFullyOpen || start_disc || Kill || || 0.10 || No | |||
|- | |||
| [[Image:Io11.png]] || OnFullyOpen || spawner_door || Kill || || 0.10 || No | |||
|} | |||
Now add the following output to your '''template_disc_spawn''': | |||
:{| border=1 cellpadding="2" cellspacing="1" | |||
|- align=left style="background:#DCDCDC; color:black" | |||
! | |||
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnEntitySpawned || spawner_door || Open || || 0.00 || No | |||
|} | |||
Make sure that the entity that detects when the disc has been lost or killed has the following output: | |||
:{| border=1 cellpadding="2" cellspacing="1" | |||
|- align=left style="background:#DCDCDC; color:black" | |||
! | |||
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | |||
|- | |- | ||
| [[Image:Io11.png]] || | | [[Image:Io11.png]] || OnTrigger || template_disk_spawn || ForceSpawn || || 0.00 || No | ||
|} | |} | ||
{{Tip|It is usually advised to let the entity which destroyed said disc to fire the output. For example, when the [[Emancipation Grid|fizzler]] dissolves the disc, it will fire the output OnDissolve. Check that there are no other physic objects that can get dissolved by that fizzler.}} | |||
Now the emitter should be working, and dispensing new discs when the last one is gone. However, this is only a third of the process of getting the disc room to be functioning. | |||
::{| class=standard-table | ::{| class=standard-table | ||
! Property Name || Value | ! Property Name || Value |
Revision as of 09:43, 31 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
Disc Room
The disc 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.
Disc Emitter
This is the device that creates the discs. It can re-create the disc in case the disc is lost or dissolved. It is usually placed near the Disc 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 wouldn't 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_disc
Place the disc 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_disc 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 disc.
Step 2
Here we would make some templates to respawn the disc in case it'll get lost.

Create a point_template with the following properties:
Property Name Value Name template_disc_spawn Template 1 start_disc Template 2 spawner_door
Create one more point_template with these properties:
Property Name Value Name template_disc Template 1 disc
Step 3
Create a logic_auto with the following output:
My Output > Target Entity Target Input Parameter Delay Only Once OnMapSpawn template_disk_spawn ForceSpawn 0.00 No

Open your spawner_door 'Output' tab and add the following properties:
Now add the following output to your template_disc_spawn:
My Output > Target Entity Target Input Parameter Delay Only Once OnEntitySpawned spawner_door Open 0.00 No
Make sure that the entity that detects when the disc has been lost or killed has the following output:
My Output > Target Entity Target Input Parameter Delay Only Once OnTrigger template_disk_spawn ForceSpawn 0.00 No

Now the emitter should be working, and dispensing new discs when the last one is gone. However, this is only a third of the process of getting the disc room to be functioning.
Property Name Value Name spawner_door