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==HOW TO BUILD A FIRE TRAP==
==HOW TO BUILD A FIRE TRAP==


'''DESCRIPTION'''
'''INTRODUCTION'''
 
In the HL2 Ravenholm scene, you most likely encountered the fire trap obstacle.  To advance into the main building without taking damage from the fire; you discovered that you could extinguish the fire by turning the propane tank's valve off.  Then, you may have cleverly deduced that you could draw out the zombies and re-ignite the fire, as they ambled through the trap zone.  (Loads of fun!)


In the "We don't Go to Ravenholm" (HL2) scene, you may recall an encounter with a fire-trap obstacle.  To advance into the main building without (taking damage from the fire), you
discovered that you could extinguish the fire by simply turning off the propane tank, which
fueled the trap.  Thereafter, you might have exploited the trap and used it against the Zombies.
----
This page will describe how to build a fire trap for use in your custom map.
This page will describe how to build a fire trap for use in your custom map.


==FIRE TRAP SYSTEM DESCRIPTION==
The fire-trap system is comprised of a set of smaller functioning components which, when triggered in a logical order of sequence, will invoke a controlled fire.  If we were to build this in the real world, we would probably want to examine what the system is comprised of:
'''A Combustable Fuel Source''':


* In this case, propane gas is a viable option.
[[Image:FTSYS ON.png]]


'''A Fuel-Source Delivery System''':
* A Propane-Gas tank for storage of the gas
* A plunger (wheel-valve) to release the gas
* Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).


'''A Fuel Igniter System''':
==FIRE TRAP SYSTEM DESCRIPTION==
* A ''pizzo-electric triggered spark'' via a push-button.
The fire-trap system is comprised of a set of smaller systems (various functioning components) which, when combined and triggered in a logical sequence, will invoke a controlled fire. If we
 
were to build this in the real world, we would first want to examine what the system's nomenclature is and what it consists of:
'''An Extinguisher System''':  
* The wheel-valve, as describe above.


*'''A Combustable Fuel Source''':  In this case, propane gas is a viable source.
*'''A Fuel-Source Delivery System''':  Comprised of:
: - a propane-gas tank to store the gas.
: - a plunger (wheel-valve) to control the release and volume of the gas.
: - Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).
*'''A Fuel Igniter System''':  An ''electrically triggered spark'' via a push-button would do the trick.
*'''An Extinguisher System''':  Primarily, the wheel-valve, as described above.
----
----
Plausibility of a functioning fire-trap depends on the sequence of events, which invoke the
fire.  For example, we would not typically invoke the fire ''before'' we invoke the gas, etc. The table below describes reasonably expected aural and visual effects, which would result from our interaction with the fire-trap.
 


The plausibility of a functioning fire-trap, depends on the sequence of events, which invoke the fire.  For example, we would not invoke the fire ''before'' we invoked the gas, etc. 
'''STARTING THE FIRE:'''
 
{|border="1" cellpadding="2" align="right"
'''STARTING THE FIRE'''
! style="background:#ffdead;" |Sequence
 
! style="background:#ffdead;" |Image
1) Release the Gas:
|-valign="top"
* Player +USE (Turns/Opens the wheel-valve)
|1) '''Release the Gas''':
* Trigger ambient_generic sound (Groaning Plunger)
:* Player +USE (Turns/Opens the wheel-valve)
* Trigger ambient_generic sound (Hissing Steam (escaping gas))
:* Trigger sound (Groaning Plunger)
* Trigger env_steam visual (Heatwave particle (escaping gas))
:* Trigger sound (Hissing Steam (escaping gas))
 
:* Trigger visual (Heatwave particle (escaping gas))
2) Ignite the Gas:
|[[Image:FTSYS Step1.png]]
* Player +USE (Push rotating button)
|-valign="top"
* Trigger ambient_generic sound (Electrical Zap)
|2) '''Ignite the Gas''':
* Trigger ambient_generic sound (Spontaneous Combustion)
:* Player +USE (Push rotating button)
* Trigger ambient_generic sound (Burning Fire)
:* Trigger sound (Electrical Zap)
* Trigger env_Fire visual (Fire)
:* Trigger sound (Spontaneous Combustion)
 
:* Trigger sound (Burning Fire)
'''STOPPING THE FIRE'''
:* Trigger visual (Fire)
 
|[[Image:FTSYS Step2.png]]
1) Shut Off the Gas:
|-valign="top"
* Player +USE (Turns/Closes the wheel-valve)
|1) '''Shut Off the Gas''':
* Trigger ambient_generic sound (Groaning Plunger)
:* Player +USE (Turns/Closes the wheel-valve)
* Stop env_steam visual (Heatwave particle (escaping gas))
:* Trigger sound (Groaning Plunger)
* Stop ambient_generic sound (Hissing Steam (escaping gas))
:* Stop visual (Heatwave particle (escaping gas))
* Stop ambient_generic sound (Burning Fire)
:* Stop sound (Hissing Steam (escaping gas))
* Stop env_Fire visual (Fire)
:* Stop sound (Burning Fire)
* Trigger ambient_generic sound (Combustion Out)
:* Stop visual (Fire)
:* Trigger sound (Combustion Out)
| Back to the Wheel-Valve
|}


==REQUIRED OBJECTS==
==REQUIRED OBJECTS==

Revision as of 00:42, 1 March 2009

HOW TO BUILD A FIRE TRAP

INTRODUCTION

In the "We don't Go to Ravenholm" (HL2) scene, you may recall an encounter with a fire-trap obstacle. To advance into the main building without (taking damage from the fire), you discovered that you could extinguish the fire by simply turning off the propane tank, which fueled the trap. Thereafter, you might have exploited the trap and used it against the Zombies.


This page will describe how to build a fire trap for use in your custom map.


FTSYS ON.png


FIRE TRAP SYSTEM DESCRIPTION

The fire-trap system is comprised of a set of smaller systems (various functioning components) which, when combined and triggered in a logical sequence, will invoke a controlled fire. If we were to build this in the real world, we would first want to examine what the system's nomenclature is and what it consists of:

  • A Combustable Fuel Source: In this case, propane gas is a viable source.
  • A Fuel-Source Delivery System: Comprised of:
- a propane-gas tank to store the gas.
- a plunger (wheel-valve) to control the release and volume of the gas.
- Some pipes to strategically channel the released gas. (Preferably with gas-jet nozzles).
  • A Fuel Igniter System: An electrically triggered spark via a push-button would do the trick.
  • An Extinguisher System: Primarily, the wheel-valve, as described above.

Plausibility of a functioning fire-trap depends on the sequence of events, which invoke the fire. For example, we would not typically invoke the fire before we invoke the gas, etc. The table below describes reasonably expected aural and visual effects, which would result from our interaction with the fire-trap.


STARTING THE FIRE:

Sequence Image
1) Release the Gas:
  • Player +USE (Turns/Opens the wheel-valve)
  • Trigger sound (Groaning Plunger)
  • Trigger sound (Hissing Steam (escaping gas))
  • Trigger visual (Heatwave particle (escaping gas))
FTSYS Step1.png
2) Ignite the Gas:
  • Player +USE (Push rotating button)
  • Trigger sound (Electrical Zap)
  • Trigger sound (Spontaneous Combustion)
  • Trigger sound (Burning Fire)
  • Trigger visual (Fire)
FTSYS Step2.png
1) Shut Off the Gas:
  • Player +USE (Turns/Closes the wheel-valve)
  • Trigger sound (Groaning Plunger)
  • Stop visual (Heatwave particle (escaping gas))
  • Stop sound (Hissing Steam (escaping gas))
  • Stop sound (Burning Fire)
  • Stop visual (Fire)
  • Trigger sound (Combustion Out)
Back to the Wheel-Valve

REQUIRED OBJECTS

SET PARENTS

SET OUTPUTS

ASSEMBLE COMPONANTS