Creating an incinerator
		
		
		
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Introduction
 Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.
Warning:This tutorial is incomplete, and probably inaccurate. A experienced Portal mapper should fill in the missing information, and fix any inaccuracies.In this tutorial you will learn how to make an Aperture Science Emergency Intelligence Incinerator that will open when a certain 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_physicswith the following properties:- Property Name - Value - Name - victim_box - World Model - models/props/metal_box.mdl
 
 
Step 2 - 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 filter_activator_namenearby your button with the following properties:- Property Name - Value - Name - filter_victim_box - Filter Name - victim_box 
 
 
- Create a 2 unit tall trigger_oncecovering the bottom of the room with the following properties:- Property Name - Value - Name - trigger_door1 - Filter Name - filter_victim_box 
 
 
- Create a cylinder the same size as the hole in the prop_dynamic. This will be used to cut a hole in the floor of the room.
- Push the cylinder into the floor where the prop_dynamicwill sit.
- Right-click the cylinder and select carve. This will cut a hole in the floor of the room.
- Delete the cylinder.
Step 3 - The Door
- Refer to Creating_a_button_and_door#The_door_setup for door creation.
Step 4 - The Button
- Create a prop_staticwith the following properties:- Property Name - Value - World Model - models/props/button_base_reference.mdl
 
 
- Create a prop_dynamicaligned on top of theprop_staticwith the following properties:- Property Name - Value - Name - button_top_model - World Model - models/props/button_top_reference.mdl 
 
 
- Create an ambient_genericwith the following properties:- Property Name - Value - Name - button_down - Sound Name - Portal.button_down - Source Entity Name - button_top_model 
 
 
- Create another ambient_genericwith the following properties:- Property Name - Value - Name - button_up - Sound Name - Portal.button_up - Source Entity Name - button_top_model 
 
 Create a
- Property Name - Value - Name - button_top_door - Speed - 25 - Delay before Reset - -1 - Move Direction - 90 0 0 (or Down) 
 
- Set the Parent of button_top_model to "button_top_door".
- Create a 48Wx48Lx1Htrigger_multiplewith the following properties:- Property Name - Value - Name - button_trigger_player 
 
 
- Next create a 7Wx7Lx1Hcylindertrigger_multiplewith 8 sides and the following properties:- Property Name - Value - Name - button_trigger_box - Filter Name - button_filter_boxes 
 
 button_top_model
- Select "button_trigger_player" and setup the Output as below:
- Select the smaller, cylinder trigger_multiple, "button_trigger_box" and setup the Output as below:
- Create a light completely underneath the top of the button but still inside the base with 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. 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.
- Give "trigger_door1" the following outputs:
58Wx58Lx9H cylinder func_door with 8 sides with the following properties:
Give it the following outputs:



