Creating an incinerator

For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
 Warning:This tutorial is incomplete!
Warning:This tutorial is incomplete!Introduction
In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator which will open a door when a something is put inside.
Instructions
Step 1 - The Incinerator
- Create a prop_dynamicwith the following properties:- Property Name - Value - Name - incinerator - World Model - models/props_bts/glados_aperturedoor.mdl
 
 
- 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_oncecovering the bottom of the room with the following properties:- Property Name - Value - Name - trigger_door1 - Filter Name - (name of box) 
 
 
- Surround the prop_dynamicwith a invisible brush-models/props_bts/glados_aperturedoor.mdlseems to lack a collision model!
Step 2 - The Door
- Create a prop_static in your door way. The World Model should be set to "models/props/door_01_frame_reference.mdl" or "models/props/door_01_frame_wide_reference.mdl" (which ever one floats your boat).
the doors
Create a prop_dynamic with the following settings:
- Property Name - Value - World Model - models/props/door_01_lftdoor_reference.mdl - Name - door_l(that's an L, not a 1) 
 
put it in the left side of the door frame.
2. Create a 12Wx56Lx104H block brush with texture nodraw centered and inside the door model. Tie it to a func_door entity with the following settings:
- Property Name - Value - Name - door_1(this time it's a 1, not an L) - Speed - 250 - Stop Sound - Doors.FullClose8 - Delay before Reset - -1 - Lip - 12 - Move Direction - (This will be different for which way your door is facing) 
 
Also make sure that you un-check Touch opens under Flags.
The best way to ensure you have the correct Move Direction is to first mark the direction on the circular indicator, then round to the nearest 90 degrees (so long as your doors are intended to be square with the Hammer coordinate system).
 Note:You can also put a blocking damage if you don't want the player to get stuck inside it. Also, you can turn on Forced Closed for it to close even if the player tried to jam it open with a camera or cube.
Note:You can also put a blocking damage if you don't want the player to get stuck inside it. Also, you can turn on Forced Closed for it to close even if the player tried to jam it open with a camera or cube.3. Repeat steps 1-3 but change the following:
For the prop_dynamic:
- Property Name - Value - World Model - models/props/door_01_rtdoor_reference.mdl - Name - door_r 
 
And for the func_door:
- Property Name - Value - Name - door_2 
 
4. Set the parent of door_l (the prop_dynamic) to "door_1". Also set the parent of door_r to "door_2".
now you must choose between a trigger or a switch to open your incinerator.
the trigger
create a brush with the "tools/toolstrigger" texture. Place it where your player will have to go to turn on the incinerator.  Tie it to a trigger_multiple entity with the following settings:
- Property Name - Value - Name - trigger_incinerator - Delay Before Reset - anywhere inbetween 5-10 seconds 
 
and the following outputs:
OPTIONAL the switch
create a prop_dynamic with the following settings.
- Property Name - Value - Name - button_incinerator.mdl - World Model - models/props/switch001.mdl 
 
Now create a 16Lx16Wx12H brush textured with either the "tools/toolsinvisible" texture or the "tools/toolsnodraw" and place it right on top of where the player will have to press. Tie it to a func_button entity with the following settings:
- Property Name - Value - Name - button_incinerator 
 
and make it have the following outputs:
still not done... i'll edit it again when i have time.

