User:ThePaperDog/Rotating Button: Difference between revisions
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=='''HOW TO MAKE A ROTATING BUTTON TURN (SWITCH ON/OFF)'''== | =='''HOW TO MAKE A ROTATING BUTTON TURN (SWITCH ON/OFF)'''== | ||
[[Image:Bttn_Intro.png ]] | [[Image:Bttn_Intro.png ]] | ||
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'''Introduction:''' | '''Introduction:''' |
Revision as of 20:40, 14 March 2009
HOW TO MAKE A ROTATING BUTTON TURN (SWITCH ON/OFF)
Introduction:
In HL2, EP1, EP2; players occasionally encounter a scenario, where they must toggle a (rotating) button in order to achieve an effect or progress in the game. This page will describe steps on how to build a functional Rotating Button prop for use in your custom map, where:
- The player can +USE the button object and it will turn to the ON position.
- With the Toggle flag option checked, the player can repeat the +USE action and the button object will turn back to the OFF Position.
- With the Toggle flag option unchecked, the button object will automatically return to the OFF position.
REQUIRED ENTITIES AND OBJECTS
1) FUNC_ROT_BUTTON (This is a brush-model entity.)
- a) Create a new texture brush on your map.
- b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity.
- c) Set the entity's class as a func_rot_button.
- d) Name the entity as "Func_for_Bttn"
- e) Select and apply the brush-texture: "Invisible" to the entity.
- f) Set the following flags
- Not Solid Checked
- Toggle Unchecked (optional)
- X Axis Checked
- Y Axis Checked
- Use Activates Checked
2) PROP_DYNAMIC (This is a point entity (Button prop).)
- a) Place a new prop_dynamic entity on your map.
- b) Select its world model skin as: [Props_Citizen_Tech/firetrap_button01a.mdl]
- c) Name the entity as "Bttn"
- d) Select its Parent as [Func_for_Bttn]
3) PROP_STATIC (This is a point entity (Buttonpad prop))
- a) Place a new prop_static entity on your map.
- b) Select its world model skin as: [Props_Citizen_Tech/firetrap_buttonpad.mdl]
- c) Naming this entity is not required
SET INPUTS/OUTPUTS (I/O)
1) Set the following output trigger(s) in the (Func_for_Button) brush's I/O.
ALIGN AND GROUP THE OBJECTS
- Place the (Func_for_Button) brush over the (Bttn) entity, making sure that (Bttn) is completely enclosed by (Func_for_Button).
- Expand the size of the (Func_for_Button) to allow enough accessible interaction between the brush and the player.
- Center the origins for (Func_for_Button) and (Bttn). Ensure that (Func_for_Button)'s origin is as closely aligned with (Bttn)'s origin as possible. This may require some adjustment to the size and area of the brush over the prop.
- Set the Pitch Yaw Roll (Y Z X ) values for the (Func_for_Button)and (Bttn). Make sure the values for both match each other. NOTE: If you move these objects to a different position in the map, repeat this step.
- Group the objects. (You can also save the finished group as a pre-fab)
NOTES
See also: WORKING WITH AXIS, ORIENTATION AND ORIGIN
--The PaperDog 20:16, 8 March 2009 (UTC)