User talk:Mr.p.kiwi

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Revision as of 03:43, 30 August 2011 by Mr.p.kiwi (talk | contribs) (→‎Disk Room: Hopefully finished 'step 1')
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Tables

Trying to create good looking tables! ...You know, for the articles; but they need to reach perfection somewhere. If YOU feel like it, you can create a table here too, so that everyone can learn, including yourself. You can experiment on this page all day long - just leave your name as the title of the table, so that it'll be more organized.

To do such a thing, you would need to do something like this:

{| class="standard-table"
|+ your name goes here
!Header
|-
|Table
|}

For example:

Mr.p.kiwi 23:43, 31 July 2011 (PDT)
This will be a header This will be a header2 This will be a header3
Column1; Row1 Column2; Row1
Column 1; Row 2&3 Column3; Row2
Column2; Row3 Column3; Row3


External Links

Disk Room

The disk room is the final challenge Atlas and P-body must face when completing a course. It is placed in parts beyond GLaDOS's influence and serve as a last stand of the humans against GLaDOS's growing control over the facility.

Disk Emitter

This is the device that creates the disks. It can re-create the disk in case the disk is lost or dissolved. It is usually placed near the Disk Receiver at the end of the last chamber of the course. However it doesn't have to be like that; placing the emitter at the start of the chamber can lead to some interesting puzzles, in which the main priority is to make sure the disc would not get lost.

Step 1

Snap on the grid: 2

Create a prop_static and set it's model to models/props_gameplay/laser_disc_player.mdl, place it anywhere in your map. This is where the disc would be picked up from.

We will create the disc now; a prop_dynamic_override. Set its properties as follows:

Property Name Value
Parent spawner_door
Disable Shadows Yes
World Model laser_disc.mdl
Name start_disk

Place the disk model in the device as detailed in the picture to the right.

Now create a 8x20x1 brush and texture it with tools/toolsinvisible. Place it on top of the disc model, again, as shown on the picture to the right. Tie the brush to an entity (by pressing Ctrl+T) and make it a func_door. Now set its properties as follows:

Property Name Value
Name spawner_door
Speed 26
Start Sound World.LaserDiskLoad
Delay Before Reset (-1 stay) -1
Loop Moving Sound Yes
Move Direction 0 0 0
Note.pngNote:The Move Direction should be set to whatever Pitch Yaw Roll you have for your laser_disc_player.mdl.

Another entity must be made now a prop_physics_override, this will be the disc the players would carry around. Hold Shift and drag the start_disk to the point it is no longer in the device and only it's 'tip' touches the entrance. Change it's "Class" to prop_physics_override and name it disk.

Step 2

  1. create a point_template name it template_disk_spawn. Set template 1 to start_disk and template 2 to spawner_door
  2. create a point_template name it template_disk set template 1 to disk.
My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png         0.00 No
Io11.png         0.00 No
Property Name Value
Name spawner_door