Switch: Difference between revisions
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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. | 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. | ||
{{todo|There are a number of cleaner methods for making pedestal buttons which should probably be documented here, including a rather obscure one involving parenting the button prop to a non-moving func_button, which will cause interactions anywhere on the prop to press the button similar to how it behaves in P2.}} | |||
== Creation == | == Creation == |
Revision as of 17:55, 18 August 2022
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 64w*64l*8h
brush with the nodraw
texture. 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 16w*16l*16h
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.