Creating a wake-up bed
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Introduction
Creating a wake-up bed is extremely easy. If you have decompiled the first level and analyzed it, you may have noticed a bunch of extra entities, which over complicate it.
Models
File:**.jpg
Step *
Create two prop_dynamic entities. One should be models\props\bed_body_reference.mdl and the other models\props\bed_cover_reference.mdl. Call the cover bed_cover. Disable shadows on both.
Blackout
File:**.jpg
Step *
Create another prop_dynamic. Call it blackout, with the model models\blackin.mdl. This model will provide the movement for the camera. Place the blackout model as shown. Disable shadows on the model.
Start
File:**.jpg
Step *
Put a info_player_start, so it shares the exact origin of the blackout model. Their origins are highlighted here. The player should form a right angle with the blackout model's origin. The position of this is very important so the transition is as smooth as possible.
Camera
File:**.jpg
Step *
Place a point_viewcontrol somewhere near the bed. It's position does not matter. Do not rotate the camera, leave it at the default rotation. Call it blackout_cam and set it's parent to blackout. Have only these three flags checked: Freeze player, Infinite hold time, and Snap to goal angles
Other Entities
File:**.jpg
Step *
Add a env_fade, set to fade from. Call it blackout_fade
Add an ambient_generic, call it bed_cover_sound, set it's sound origin to bed_cover, and set it's sound to Doors.FullClose14.
Add an ambient_generic, call it bed_cover_sound, set it's sound origin to bed_cover, and set it's sound to Doors.FullClose14.
Logic
File:**.jpg
Step *
Create a logic_auto with the following outputs: