Creating an incinerator

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Introduction
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certian box is placed into it, and open when that box is placed on a 1500-Megawatt Aperture Science Heavy-Duty Supercolliding Superbutton.
Instructions
Step 1 - The Box
- Create a
prop_physics
with the following properties:Property Name Value Name victim_box World Model models/props/metal_box.mdl
Step 2 - The Incinerator
- Create a
prop_dynamic
with the following properties:Property Name Value Name incinerator World Model models/props_bts/glados_aperturedoor.mdl
Give it the following outputs:
- Create a room under it with the walls textured with "
metal/metalwall048c_gradient
" and the floors textured with "lights/light_orange001
". - Create a 2 unit tall
trigger_once
covering the bottom of the room with the following properties:Property Name Value Name trigger_door1 Filter Name victom_box
Step 3 - The Door
- Refer to Creating_a_button_and_door#The_door_setup for door creation.
Step 5 - Button Triggers
- Create a
48Wx48Lx1H
trigger_multiple
with the following properties:Property Name Value Name button_trigger_player
- Create a
filter_activator_name
nearby your button with the following properties:Property Name Value Name button_filter_boxes Filter Name victim_box
- Next create a
7Wx7Lx1H
cylindertrigger_multiple
with 8 sides and the following properties:Property Name Value Name button_trigger_box Filter Name button_filter_boxes
button_top_model
- Create an
ambient_generic
with the following properties:Property Name Value Name button_down Sound Name Portal.button_down Source Entity Name button_top_model
- Create another
ambient_generic
with the following properties:Property Name Value Name button_up Sound Name Portal.button_up Source Entity Name button_top_model
- Now go back and select the cylinder
func_door
brush under the button, "button_top_door" and setup the Outputs as below:7. Select the larger
trigger_multiple
, "button_trigger_player" and setup the Output as below:8. Select the smaller, cylinder
trigger_multiple
, "button_trigger_box" and setup the Output as below:9. Finally, create a light entity underneath the top of the button but still inside the base. Give it the following properties:
Property Name Value Brightness 251 159 57 30 BrightnessHDR 251 159 57 20
Note:The light should be 2 Units above the original base ground that the main base Button model is on, in order to cast correctly.
You have now created a button which will open a door by a player standing on the button or a box weighing it down. Only those two things will work on it.
Temp
(This section is being used to store information during the current edit. Do not modify)
Models
1. Create a
prop_static
with a World Model of "models/props/button_base_reference.mdl
".2. Create a
prop_dynamic
aligned on top of theprop_static
with the following settings:Property Name Value World Model models/props/button_top_reference.mdl Name button_top_model
Movement
1. Next create a
58Wx58Lx9H
cylinder brush with 8 sides and textured with nodraw. Move this brush right underneath yourprop_dynamic
. Tie the cylinder to a func_door with the following settings:Property Name Value Name button_top_door Speed 25 Delay before Reset -1 Move Direction 90 0 0 (or Down)
Also make sure nothing is checked under Flags.
2. Set the Parent of
button_top_model
to be "button_top_door".See also