Creating an incinerator
		
		
		
		Jump to navigation
		Jump to search
		
Introduction
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: