Creating an incinerator

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Introduction

In this tutorial you will learn how to create an Aperture Science Emergency Intelligence Incinerator.

Instructions

The Incinerator

Create a prop_dynamic entity Set the world model to models/props_bts/glados_aperturedoor.mdl

Change it's name to model_incinerator_door Choose Collisions and choose "Not Solid"

The Floor

Make a floor, Two brushes are 192w*64l*16h and the other 2 are 40w*128l*16h


The Little Room

Make a little room, the walls for each side contain 2 brushes.

2 walls are 152w*16*128h brushes.

The top part of the walls have the texture "metalwall_bts_006a" and the bottom part has the texture "metalwall_bts_006b_gradient".

Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift.

The floor of the little room is 128w*128l*16h and the top face texture is light_orange001

Fire Particles

Create a info_particle_system

Set it's name to "fire_particles"

Set the angles to 0 270 0

Set "Particle System Name" to "fire_incinerator_door"

Put this particle in the hole of the incinerator doors

Collision

Create a 208*208l*16h arch with the invisible texture and set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0

Select the brushes and hold 'ctrl + m' choose the X value and type "25"

Position the brushes just like this.

Manual Collision

Create a 144*144l*192h arch with the invisible texture

Set Number of sides to 16

Set wall width to 16

Set Arc to 360

Set Start Angle to 0


Select the clipping tool, from the top right of the shape, make a 30 degree cut from right to left. Then cut off the top side of the shape.

Now do your best to fit the shape into the incinerator.

Note: These brushes are for collision so do your best to fit them out.

Nudging The Box

Create a 128s*128l*8h brush with the trigger texture. Tie it to a trigger_multiple.


Set it's name to "nudge_boxes"

Set it's filter_name to filter_boxes

Go to flags and check "Physics Objects" and uncheck "clients".

Go to outputs and enter the following:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger !activator Wake 0.00 No


Copy and paste the trigger_multiple and make it a trigger_push Remove the Output from the "Outputs" tab

Set it's move direction to 24 90 0 and leave everything else as it is.


Put the two triggers in the same spot and press ctrl + m. Choose the X value and type "25".

Position them just like this.

Door Collision

Make 128s*128l*8h brush with the invisible texture. Tie it to a func_brush entity.

Name it "incinerator_collision_door"

Hold Ctrl + M and change the x value to 25 Position it just like this.

Making the Incinerator Functional

Make 3 Logic_Relays

Name them "relay_incinerator_open", "relay_incinerator_close", and "relay_euthanization"

On relay_incinerator_open add the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles Start 0.00 No
Io11.png OnTrigger incinerator_collision_door Disable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation open 0.00 No

On relay_incinerator_close add the following outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger fire_particles stop 0.00 No
Io11.png OnTrigger incinerator_collision_door Enable 0.00 No
Io11.png OnTrigger model_incinerator_door setanimation close 0.00 No

Killing the Box

Make 128s*128l*8h brush with the trigger texture. Tie it to a trigger_once entity.

Name it to trigger_killbox

Set it's Filter Name to filter_boxes

Go to flags and check "physics objects" and uncheck "Clients"

Enter the following in outputs:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouch !activator kill 0.00 No
Io11.png OnStartTouch relay_euthanization Trigger 0.00 No


Implementation

Have a certain object trigger relay_incinerator_open to open the incinerator

When that certain object deactivates, trigger relay_incinerator_close.

See also