Creating a moving platform: Difference between revisions

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| First stop target || platform1_s1
| First stop target || platform1_s1
|-
|-
| Initial speed || 40
| Max speed || 40
|}
|}
:Also, ensure no user control is checked.
:Also, ensure no user control is checked.
3. Create an env_citadel_energy_core, place it under the model, and set these values:
:{|
!  Property Name || Value
|-
| Name || platform1_core
|-
| Parent || platform1_train
|-
| Pitch Yaw Roll || 90 0 0
|-
| Scale || .5
|}
:Set the flag to start on if desired.


== The Path ==
== The Path ==
Line 50: Line 65:
|-
|-
| Name || platform1_s1
| Name || platform1_s1
|-
| New train speed || 40
|-
|-
| Next stop target || platform1_s2
| Next stop target || platform1_s2
Line 58: Line 71:
|}
|}
:Set the flag teleport to this path_track if you have a one direction system.
:Set the flag teleport to this path_track if you have a one direction system.
:I also set these outputs:
::{|
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[Image:Io11.png]] || OnPass || platform1_train || Stop || 0 || 0 || No
|-
| [[Image:Io11.png]] || OnPass || platform1_train || Resume || 0 || 1 || No
|}




Line 65: Line 88:




== The Rail ==
1. Create a brush 12x2 and set it around your path. Turn it to a func_brush with these settings:
:{|
!  Property Name || Value
|-
| Fx color || 225 252 253
|-
| Solidity Never || Solid
|}
2. Place info_targets at each bend or end of the rail brushes. Name them something like platform1_target1.
3. Create an env_beam for each strait section of track. Set the following:
:{|
!  Property Name || Value
|-
| Beam color || 38 50 68
|-
| Brightness || 255
|-
| Ending entity || (your info_target)
|-
| Life || 0
|-
| Name || platform1_beam
|-
| Render FX || Fast Wide Pulse
|-
| Sprite name || materials/Effects/laser1.vmt
|-
| Start entity || (your info_target)
|-
| Texture scroll rate || 2
|-
| Width || 4
|}
Set it to start on.
== Props ==
1. Add props at the end of your rails. Also under the corners.
: Some props are :
:: models/props/light_rail_wall_emitter.mdl
:: models/props/light_rail_endcap.mdl
:: models/props/light_rail_corner.mdl
2. Add an env_citadel_energy_core that points at the base of the prop. Set these to start on with a scale of .5
== Enabling ==
1. To enable your train use these outputs:
::{|
!  || My Output || Target Entity || Target Input || Parameter || Delay ||  Only Once
|-
| [[Image:Io11.png]] || OnTrigger || platform1_beam || Color || 176 217 247 || 0 || No
|-
| [[Image:Io11.png]] || OnTrigger || platform1_beam || Width || 10 || 0 || No
|-
| [[Image:Io11.png]] || OnTrigger || platform1_core || StartDischarge || 0 || 0 || No
|-
| [[Image:Io11.png]] || OnTrigger || platform1_train || SetSpeed || 40 || 2 || No
|}


----
----

Revision as of 00:33, 1 December 2008

Template:WIPTemplate:INUSE



The platform

1. Create a prop_dynamic with the following settings:

Property Name Value
World Model models/props/light_rail_platform.mdl
Name platform1_model
Parent platform1_train


2. Create a brush that is 120x120x2 with the texture glass/glasswindow_frosted_004. Place it inside the train model. Tie it to a func_tractrain with these settings:

Property Name Value
Name platform1_train
Height above track 0
Change angles never
Move sound Portal.horizontal_lift_move
Volume 2
Max pitch 100
Min pitch 80
First stop target platform1_s1
Max speed 40
Also, ensure no user control is checked.


3. Create an env_citadel_energy_core, place it under the model, and set these values:

Property Name Value
Name platform1_core
Parent platform1_train
Pitch Yaw Roll 90 0 0
Scale .5
Set the flag to start on if desired.

The Path

1. Create a path_track, center it in the very center of platform1_train. Set these values:

Property Name Value
Name platform1_s1
Next stop target platform1_s2
Orientation type no change
Set the flag teleport to this path_track if you have a one direction system.
I also set these outputs:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnPass platform1_train Stop 0 0 No
Io11.png OnPass platform1_train Resume 0 1 No


2. Create as many path_track entities as you desire. Ensure they stay the same height, and follow the same numbers. Also make sure the last path_track points to the first.

3. Test your system, before you continue.


The Rail

1. Create a brush 12x2 and set it around your path. Turn it to a func_brush with these settings:

Property Name Value
Fx color 225 252 253
Solidity Never Solid


2. Place info_targets at each bend or end of the rail brushes. Name them something like platform1_target1. 3. Create an env_beam for each strait section of track. Set the following:

Property Name Value
Beam color 38 50 68
Brightness 255
Ending entity (your info_target)
Life 0
Name platform1_beam
Render FX Fast Wide Pulse
Sprite name materials/Effects/laser1.vmt
Start entity (your info_target)
Texture scroll rate 2
Width 4

Set it to start on.

Props

1. Add props at the end of your rails. Also under the corners.

Some props are :
models/props/light_rail_wall_emitter.mdl
models/props/light_rail_endcap.mdl
models/props/light_rail_corner.mdl

2. Add an env_citadel_energy_core that points at the base of the prop. Set these to start on with a scale of .5

Enabling

1. To enable your train use these outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger platform1_beam Color 176 217 247 0 No
Io11.png OnTrigger platform1_beam Width 10 0 No
Io11.png OnTrigger platform1_core StartDischarge 0 0 No
Io11.png OnTrigger platform1_train SetSpeed 40 2 No

OLD ARTICLE - PLEASE LEAVE ALONE UNTIL EDITING DONE

Width:64

In this tutorial you will learn how to create a moving platform.

Setting up the model

You will need one from these models

  • This one is bigger: models/props/light_rail_platform.mdl .
  • This one is smaller models/props/light_rail_platform_02.mdl .
  • After you have decided witch one is better for you, name it platform_model.
  • Set its parent to platform_func, which we'll create next.

Creating functions

Moving platform system.jpg

Create brush with dimensions of chosen platform. It’s not necessary, but it will surely work without any bugs. Tie it to func_tracktrain entity by pressing Ctrl-T, and set its variables as follows:

Property Name Value
Change angles this is up to you, I’m using: never (fixed orientation)
Change velocity too, it’s your choice, but: ease in/ease out
First stop target P1_S1_M
Initial speed 100
Max speed 10 000
Name platform_func

And, you may set sounds:

Property Name Value
Start sound Doors.Move12
Stop sound Doors.FullClose12


Path tracking

Our platform is using the path_track entities to specify its movement course, so we have to add these now. You can see the architecture we will use.

Create a set of path_tracks, configuring them as follows:

Property Name Value
Name P1_S1_M
New train speed 30
Next stop target P1_S1_O
Property Name Value
Name P1_S1_O
New train speed 200
Next stop target P1_S2_I
Property Name Value
Name P1_S2_I
New train speed 30
Next stop target P1_S2_M
Property Name Value
Name P1_S2_M
New train speed 30
Next stop target P1_S2_O
Property Name Value
Name P1_S2_O
New train speed 200
Next stop target P1_S1_I

Place them as necessary but make sure they are linked, as shown by a yellow line in Hammer's viewports.

Final touches

Now you have a working platform, so we can add a few models to support it. That oval-shaped object is used on walls, so it's easy to add to your map. The second model looks better, you may even add that stand under it.

See also