Creating an incinerator

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Portal Level Creation
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Warning.pngWarning:This tutorial is incomplete/possibly inaccurate! Someone experienced with Portal mapping is required to check for errors.

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

  1. 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

  1. 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:

    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnUser1 incinerator SetAnimation open 0.00 No
    Io11.png OnUser1 incinerator SetAnimation close 4.00 No
  2. Create a room under it with the walls textured with "metal/metalwall048c_gradient" and the floors textured with "lights/light_orange001".
  3. 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

  1. Refer to Creating_a_button_and_door#The_door_setup for door creation.

Step 5 - Button Triggers

    The larger trigger_multiple.
  1. Create a 48Wx48Lx1H trigger_multiple with the following properties:
    Property Name Value
    Name button_trigger_player
    Place it right on top of the button_top_model.
  2. The smaller trigger_multiple.
  3. Create a filter_activator_name nearby your button with the following properties:
    Property Name Value
    Name button_filter_boxes
    Filter Name victim_box
  4. Next create a 7Wx7Lx1H cylinder trigger_multiple with 8 sides and the following properties:
    Property Name Value
    Name button_trigger_box
    Filter Name button_filter_boxes
    Change the flags so only "Physics Objects" is set, and place it directly on top and in the center of the button_top_model
  5. 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
  6. 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
  7. Now go back and select the cylinder func_door brush under the button, "button_top_door" and setup the Outputs as below:
    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnClose door_left Close <none> 0.00 No
    Io11.png OnClose door_right Close <none> 0.00 No
    Io11.png OnClose button_up PlaySound <none> 0.00 No
    Io11.png OnOpen door_left Open <none> 0.00 No
    Io11.png OnOpen door_right Open <none> 0.00 No
    Io11.png OnOpen button_down PlaySound <none> 0.00 No

    7. Select the larger trigger_multiple, "button_trigger_player" and setup the Output as below:

    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnEndTouchAll button_trigger_box Enable <none> 0.00 No
    Io11.png OnEndTouchAll button_top_door Close <none> 0.00 No
    Io11.png OnStartTouch button_trigger_box Disable <none> 0.00 No
    Io11.png OnStartTouch button_top_door Open <none> 0.00 No

    8. Select the smaller, cylinder trigger_multiple, "button_trigger_box" and setup the Output as below:

    My Output Target Entity Target Input Parameter Delay Only Once
    Io11.png OnEndTouchAll button_trigger_player Enable <none> 0.00 No
    Io11.png OnEndTouchAll button_top_door Close <none> 0.00 No
    Io11.png OnStartTouch button_trigger_player Disable <none> 0.00 No
    Io11.png OnStartTouch button_top_door Open <none> 0.00 No
    The final product.

    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.pngNote: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

    How to align the button 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 the prop_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 your prop_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