Creating a rotating portalgun: Difference between revisions
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You will need: | You will need: | ||
prop_dynamic, world model: models/props/pedestal_base_reference.mdl, name: stand_bottom_model | prop_dynamic, world model: <code>models/props/pedestal_base_reference.mdl</code>, name: <code>stand_bottom_model</code> | ||
prop_dynamic, world model: models/props/pedestal_center_reference.mdl, name: stand_top_model | prop_dynamic, world model: <code>models/props/pedestal_center_reference.mdl</code>, name: <code>stand_top_model</code> | ||
Just create and name them, we will move them after next step | Just create and name them, we will move them after next step | ||
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Create: | Create: | ||
32 to 32 square, height 4, using nodraw texture. | 32 to 32 square, height 4, using <code>nodraw</code> texture. | ||
4 to 32 sq, height 55 with nodraw texture too. | 4 to 32 sq, height 55 with <code>nodraw</code> texture too. | ||
==Moving== | ==Moving== | ||
[[Image:Picture_01.jpg|right|thumb|Illustration 1.]] | [[Image:Picture_01.jpg|right|thumb|Illustration 1.]] | ||
Move stand_bottom_model where you want to have the stand, that small doors on it have to be under ground. | Move <code>stand_bottom_model</code> where you want to have the stand, that small doors on it have to be under ground. | ||
Then move stand_top_model above stand_bottom_model, as on picture | Then move <code>stand_top_model</code> above <code>stand_bottom_model</code>, as on picture. | ||
Center 1st brush, that 32x32, with stand_top_model, Z axis to half of stand_top_model (approximately). | Center 1st brush, that 32x32, with <code>stand_top_model</code>, Z axis to half of <code>stand_top_model</code> (approximately). | ||
And move 2nd brush as on picture. | And move 2nd brush as on picture. | ||
==PortalGun== | ==PortalGun== | ||
Create new entity, weapon_portalgun and name it weapon_portalgun. | Create new entity, <code>weapon_portalgun</code> and name it weapon_portalgun. | ||
Move it exactly to top of stand_top_model, a front part of portalgun has to be on left when you’re loking on stand_top_model from that part with blue display. | Move it exactly to top of <code>stand_top_model</code>, a front part of portalgun has to be on left when you’re loking on <code>stand_top_model</code> from that part with blue display. | ||
==Logic== | ==Logic== | ||
Make entity logic_timer named timer_stand and set interval to 5 sec. Make sure that initial state is on. | Make entity <code>logic_timer</code> named timer_stand and set interval to 5 sec. Make sure that initial state is on. | ||
Now go to outputs and write: | Now go to outputs and write: | ||
::{| | ::{| | ||
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|} | |} | ||
Select 32x32 brush and tie it to entity func_rotating. | Select 32x32 brush and tie it to entity <code>func_rotating</code>. | ||
Name: stand_func_rotating | | <code>Name: stand_func_rotating | | ||
Friction: 0 | | Friction: 0 | | ||
Max Rotation Speed: 30 | | Max Rotation Speed: 30 | | ||
In Flags, unmark Start ON. | In Flags, unmark Start ON.</code> | ||
Tie 2nd brush to func_door. | Tie 2nd brush to <code>func_door</code>. | ||
Name: stand_func_door | | <code>Name: stand_func_door | | ||
Speed: 25 | | Speed: 25 | | ||
Move direction: 90 0 0 / | Move direction: 90 0 0.</code> | ||
Create new output: | Create new output: | ||
::{| | ::{| | ||
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Now, we will make outputs of stand_bottom_model: | Now, we will make outputs of <code>stand_bottom_model</code>: | ||
::{| | ::{| | ||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
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And few outputs for weapon_portalgun: | And few outputs for <code>weapon_portalgun</code>: | ||
::{| | ::{| | ||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
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[[Image:Picture_02.jpg|right|thumb|All moved, just for illustration of hole.]] | [[Image:Picture_02.jpg|right|thumb|All moved, just for illustration of hole.]] | ||
Now, just set parent of weapon_portalgun and stand_top_model to stand_func_rotating. | Now, just set parent of <code>weapon_portalgun</code> and <code>stand_top_model</code> to <code>stand_func_rotating</code>. | ||
When your done, make hole under | When your done, make hole under <code>stand_bottom_model</code>s overground part. | ||
==End== | ==End== | ||
You may create prop_static with model of models/props/autoportal_frame/autoportal_frame.mdl for framing autofired portals, just move them to wall and rotate. | You may create prop_static with model of <code>models/props/autoportal_frame/autoportal_frame.mdl</code> for framing autofired portals, just move them to wall and rotate. |
Revision as of 11:07, 5 January 2008
Introduction
So, we are going to create rotating stand with portalgun shooting portals.
Prepare models
You will need:
prop_dynamic, world model: models/props/pedestal_base_reference.mdl
, name: stand_bottom_model
prop_dynamic, world model: models/props/pedestal_center_reference.mdl
, name: stand_top_model
Just create and name them, we will move them after next step
Prepare brushes
Create:
32 to 32 square, height 4, using nodraw
texture.
4 to 32 sq, height 55 with nodraw
texture too.
Moving
Move stand_bottom_model
where you want to have the stand, that small doors on it have to be under ground.
Then move stand_top_model
above stand_bottom_model
, as on picture.
Center 1st brush, that 32x32, with stand_top_model
, Z axis to half of stand_top_model
(approximately).
And move 2nd brush as on picture.
PortalGun
Create new entity, weapon_portalgun
and name it weapon_portalgun.
Move it exactly to top of stand_top_model
, a front part of portalgun has to be on left when you’re loking on stand_top_model
from that part with blue display.
Logic
Make entity logic_timer
named timer_stand and set interval to 5 sec. Make sure that initial state is on.
Now go to outputs and write:
Select 32x32 brush and tie it to entity func_rotating
.
Name: stand_func_rotating |
Friction: 0 |
Max Rotation Speed: 30 |
In Flags, unmark Start ON.
Tie 2nd brush to func_door
.
Name: stand_func_door |
Speed: 25 |
Move direction: 90 0 0.
Create new output:
Now, we will make outputs of stand_bottom_model
:
And few outputs for weapon_portalgun
:
Parents and the Hole
Now, just set parent of weapon_portalgun
and stand_top_model
to stand_func_rotating
.
When your done, make hole under stand_bottom_model
s overground part.
End
You may create prop_static with model of models/props/autoportal_frame/autoportal_frame.mdl
for framing autofired portals, just move them to wall and rotate.