Rotating Button: Difference between revisions
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Gaijinviking (talk | contribs) (Created page with "Image:Button Normal2.png ---- ==Introduction== In HL2, EP1, EP2; players occasionally encounter a scenario, where they must toggle a (rotating) button to achieve an effe...") |
Thunder4ik (talk | contribs) m (Unicodifying, replaced: [[Image: → [[File: (2)) |
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1) Set the following output trigger(s) in the (''Func_for_Button'') brush's I/O. | 1) Set the following output trigger(s) in the (''Func_for_Button'') brush's I/O. | ||
[[ | [[File:Bttn Func IO.png]] | ||
==Place, Align, and Group the objects== | ==Place, Align, and Group the objects== |
Revision as of 01:50, 7 January 2024
Introduction
In HL2, EP1, EP2; players occasionally encounter a scenario, where they must toggle a (rotating) button 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.
Place, Align, and Group the objects
Follow these steps:
- Center the origin of the prop_static entity ( the button pad).
- Place the prop_dynamic entity "Bttn" into the desired position on the button pad.
- Place "Bttn" and button pad into the desired position on the map (i.e equipment console or a wall)
- Set the desired Pitch Yaw Roll (Y Z X ) values for entity "Bttn".
- Center the origin for "Bttn".
- Align "Bttn"'s origin with the prop_static's origin as close as possible.
- Place the momentary_rot_button brush entity "Func_for_Bttn" over "Bttn", making sure that "Func_for_Bttn" completely encloses "Bttn". Allow enough extension of "Func_for_Bttn" for the player to touch it.
- Center the origin for "Func_for_Bttn".
- Align "Func_for_Bttn"'s origin with "Bttn"'s origin as close as possible.
- Set the (X) and (Y) values for "Func_for_Bttn" equal to the (X) and (Y) values of "Bttn". (Note; If you move and/or re-orient these objects to a different position in the map, repeat this step.)
- Group all the objects. (You can also save the finished group as a pre-fab)