Switch: Difference between revisions
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This tutorial will show | This tutorial will show how to create the '''switch''' seen throughout the later test chambers of [[Portal]]. The switch is activated by a player [[Use|using]] it, and can either be permanently pressed, or stay pressed for a set amount of time. | ||
== | == Creation == | ||
1 | |||
=== Step 1 === | |||
[[File:Switch base.png|200px|thumb|right|The base brush]] | |||
| | Create a <code>32w*64l*8h</code> brush. Texture the sides of the brush with <code>signage/hazard_orange_03b</code>, and texture the top of the brush with <code>concrete/concrete_modular_floor001a</code>. | ||
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=== Step 2 === | |||
[[File:Switch button.png|200px|thumb|right|The switch model]] | |||
Create a <code>[[prop_dynamic]]</code> entity and set its ''World Model'' to <code>models/props/switch001.mdl</code>, and set its ''Name'' to <code>switch1</code>. | |||
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=== Step 3 === | |||
{{ | [[File:Switch sounds.png|200px|thumb|right|The <code>ambient_generic</code> entities]] | ||
Create a <code>[[ambient_generic]]</code> and set its ''Name'' to <code>button1_down</code>, its ''Sound Name'' to <code>Portal.button_down</code>, and its ''Source Entity Name'' to <code>switch1</code>. Create another <code>ambient_generic</code> and set its ''Name'' to <code>button1_up</code>, its ''Sound Name'' to <code>Portal.button_up</code>, and its ''Source Entity Name'' to <code>switch1</code>. | |||
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=== Step 4 === | |||
[[File:Switch ticktock.png|200px|thumb|right|The timer setup]] | |||
Create a <code>[[logic_timer]]</code> entity. Set its ''Name'' to <code>timer_ticktock1</code>, set ''Start Disabled'' to <code>Yes</code> and set its ''Refire Interval'' to <code>1</code>. Next, create an <code>ambient_generic</code> entity and set its ''Name'' to <code>sound_ticktock1</code>, set its ''Sound Name'' to <code>Portal.room1_TickTock</code>, set its ''Max Audible Distance'' to <code>441</code> and set it ''Source Entity Name'' to <code>switch1</code>. Now add the following output to <code>timer_ticktock1</code>: | |||
| | {| {{OutputsTable}} | ||
| | | [[Image:Io11.png]] || OnTimer || sound_ticktock1 || PlaySound || || 0.00 || No | ||
| | |||
| | |||
|} | |} | ||
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| | === Step 5 === | ||
| | [[File:Switch door.png|200px|thumb|right|The <code>func_door_rotating</code> brush]] | ||
Create a <code>32w*32l*32h</code> brush 32 units above the bottom of the switch model. Texture it with <code>tools/toolsplayerclip</code> and tie it to a <code>[[func_door_rotating]]</code> entity. Set its ''Speed'' to <code>500</code>, its ''Distance'' to <code>0</code> and its ''Delay before reset'' to how long it should stay pressed for, in seconds. Set it to <code>-1</code> to make it stay pressed forever after being activated. Next, check the ''Use Opens'' and ''Door Silent'' flags. Next, add the following outputs to the door: | |||
{| {{OutputsTable}} | |||
| [[Image:Io11.png]] || OnOpen || switch1 || SetAnimation || down || 0.00 || No | |||
|- | |- | ||
| | | [[Image:Io11.png]] || OnFullyOpen || button1_down || PlaySound || || 0.00 || No | ||
|- | |- | ||
| | | [[Image:Io11.png]] || OnFullyOpen || timer_ticktock1 || Enable || || 0.00 || No | ||
| | |||
|- | |- | ||
| | | [[Image:Io11.png]] || OnClose || switch1 || SetAnimation || up || 0.00 || No | ||
|- | |- | ||
| | | [[Image:Io11.png]] || OnFullyClosed || button1_up || PlaySound || || 0.00 || No | ||
|- | |- | ||
| | | [[Image:Io11.png]] || OnFullyClosed || timer_ticktock1 || Disable || || 0.00 || No | ||
|} | |} | ||
The switch is now finished and ready to be implemented in a map. | |||
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{{ | |||
== Implementation == | |||
[[File:Switch ingame.jpg|300px|thumb|right|The switch in-game]] | |||
=== Step 1 === | |||
Place the switch where it should be in the map. Rotate it if necessary. | |||
Add | === Step 2 === | ||
Add the outputs that should fire when the switch is activated. The outputs that should fire when the switch is pressed should be the ''OnFullyOpen'' output on the <code>func_door_rotating</code> entity, and the ''OnFullyClosed'' output when the button is reset after its timer has run out. | |||
== See | == See Also == | ||
* [[Portal | * [[Button_(Portal_2)#Button|Button (Portal 2)]] - Portal 2 counterpart | ||
[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]] | ||
[[Category:Portal]] | [[Category:Portal]] |
Revision as of 12:53, 7 August 2018
This tutorial will show how to create the switch seen throughout the later test chambers of Portal. The switch is activated by a player using it, and can either be permanently pressed, or stay pressed for a set amount of time.
Creation
Step 1
Create a 32w*64l*8h
brush. Texture the sides of the brush with signage/hazard_orange_03b
, and texture the top of the brush with concrete/concrete_modular_floor001a
.
Step 2
Create a prop_dynamic
entity and set its World Model to models/props/switch001.mdl
, and set its Name to switch1
.
Step 3
Create a ambient_generic
and set its Name to button1_down
, its Sound Name to Portal.button_down
, and its Source Entity Name to switch1
. Create another ambient_generic
and set its Name to button1_up
, its Sound Name to Portal.button_up
, and its Source Entity Name to switch1
.
Step 4
Create a logic_timer
entity. Set its Name to timer_ticktock1
, set Start Disabled to Yes
and set its Refire Interval to 1
. Next, create an ambient_generic
entity and set its Name to sound_ticktock1
, set its Sound Name to Portal.room1_TickTock
, set its Max Audible Distance to 441
and set it Source Entity Name to switch1
. Now add the following output to timer_ticktock1
:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnTimer | sound_ticktock1 | PlaySound | 0.00 | No |
Step 5
Create a 32w*32l*32h
brush 32 units above the bottom of the switch model. Texture it with tools/toolsplayerclip
and tie it to a func_door_rotating
entity. Set its Speed to 500
, its Distance to 0
and its Delay before reset to how long it should stay pressed for, in seconds. Set it to -1
to make it stay pressed forever after being activated. Next, check the Use Opens and Door Silent flags. Next, add the following outputs to the door:
The switch is now finished and ready to be implemented in a map.
Implementation
Step 1
Place the switch where it should be in the map. Rotate it if necessary.
Step 2
Add the outputs that should fire when the switch is activated. The outputs that should fire when the switch is pressed should be the OnFullyOpen output on the func_door_rotating
entity, and the OnFullyClosed output when the button is reset after its timer has run out.
See Also
- Button (Portal 2) - Portal 2 counterpart