Complimentary Victory Lift: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Undo revision 151575 by Pranavwright (Talk) Spam)
mNo edit summary
Line 1: Line 1:
== Introduction ==
== Introduction ==
[[{{ns:6}}:VictoryLift.jpg|thumb|300px|A Complimentary Victory Lift in the game]].
[[{{ns:6}}:VictoryLift.jpg|thumb|300px|A Complimentary Victory Lift in the game]]
In this tutorial you will learn how to make a Complimentary Victory Lift in the Hammer Editor.
In this tutorial you will learn how to make a Complimentary Victory Lift in the Hammer Editor.



Revision as of 11:17, 5 May 2012

Introduction

A Complimentary Victory Lift in the game

In this tutorial you will learn how to make a Complimentary Victory Lift in the Hammer Editor.

The piston

First thing to do is to make the func_door.

You can use mini_piston_inside.mdl or you can copy the fake piston from the example map provided with Portal.

I'm using the fake piston for the tutorial, you may want to use the clipping tool to cut the fake piston to the appropriate size. If you're using the model piston, then simply parent it to a func_door brush that is an appropriate size.

Place your piston where you want it and give it the following parameters:

Property Name Value
Name victory_lift
Delay Before Reset 0
Speed 25
Move Direction (Use the top view to set this parameter) or Up or Down

Platform

Now you need something to stand on. Create a prop_dynamic and set its World Model to lift_platform.mdl or light_rail_platform.mdl and place it at the top of your piston.

Give the model the following parameters:

Property Name Value
Name victory_lift_model
Parent victory_lift
World Model lift_platform.mdl or light_rail_platform.mdl

Make sure to uncheck the Touch opens Flag.

Glass

You'll notice there is no glass to stand on, so go ahead and make a 116L x 116W x 2H block and texture it with glass/glasswindow_frosted_004 and place it where it should be. Set your grid size to 2 for easy placement.

The trigger

This tutorial assumes you have moderate knowledge of I/O's. Add the Outputs to those which apply.

Area trigger

Encase the desired area with a brush textured with the trigger texture. Tie it to a trigger_multiple and add the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnEndTouchAll victory_lift Close <none> 0.00 No
Io11.png OnStartTouchAll victory_lift Open <none> 0.00 No

Button trigger

Add these outputs to the buttons' door:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnClose victory_lift Close <none> 0.00 No
Io11.png OnOpen victory_lift Open <none> 0.00 No

Switch Trigger

Add these outputs to the trigger on the switch:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnOut victory_lift Close <none> 0.00 No
Io11.png OnPressed victory_lift Open <none> 0.00 No

And now your Complimentary Victory Lift is done! Just compile and test for errors!

See also