Creating an incinerator

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Introduction
In this tutorial you will learn how to create an Aperture Science Emergency Intelligence Incinerator.
Instructions
The Incinerator
Create a prop_dynamic
entity
Set the world model to models/props_bts/glados_aperturedoor.mdl
Change it's name to model_incinerator_door
Choose Collisions
and choose "Not Solid"
The Floor
Make a floor, Two brushes are 192w*64l*16h
and the other 2 are 40w*128l*16h
The Little Room
Make a little room, the walls for each side contain 2 brushes.
2 walls are 152w*16*128h brushes.
The top part of the walls have the texture "metalwall_bts_006a" and the bottom part has the texture "metalwall_bts_006b_gradient".
Rotate the faces by 180 degrees. Align the textures with the texture tool with Texture Shift.
The floor of the little room is 128w*128l*16h and the top face texture is light_orange001
Fire Particles
Create a info_particle_system
Set it's name to "fire_particles"
Set the angles to 0 270 0
Set "Particle System Name" to "fire_incinerator_door"
Put this particle in the hole of the incinerator doors
Collision
Create a 208*208l*16h arch with the invisible texture and set wall width to "40", Number of sides = 16, Arc = 360, Start Angle = 0
Select the brushes and hold 'ctrl + m' choose the X value and type "25"
Position the brushes just like this.
Manual Collision
Create a 144*144l*192h arch with the invisible texture
Set Number of sides to 16
Set wall width to 16
Set Arc to 360
Set Start Angle to 0
Select the clipping tool, from the top right of the shape, make a 30 degree cut from right to left. Then cut off the top side of the shape.
Now do your best to fit the shape into the incinerator.
Note: These brushes are for collision so do your best to fit them out.
Nudging The Box
Create a 128s*128l*8h brush with the trigger texture. Tie it to a trigger_multiple.
Set it's name to "nudge_boxes"
Set it's filter_name to filter_boxes
Go to flags and check "Physics Objects" and uncheck "clients".
Go to outputs and enter the following:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnTrigger | !activator | Wake | 0.00 | No |
Copy and paste the trigger_multiple and make it a trigger_push
Remove the Output from the "Outputs" tab
Set it's move direction to 24 90 0 and leave everything else as it is.
Put the two triggers in the same spot and press ctrl + m. Choose the X value and type "25".
Position them just like this.
Door Collision
Make 128s*128l*8h brush with the invisible texture. Tie it to a func_brush entity.
Name it "incinerator_collision_door"
Hold Ctrl + M and change the x value to 25 Position it just like this.
Making the Incinerator Functional
Make 3 Logic_Relays
Name them "relay_incinerator_open", "relay_incinerator_close", and "relay_euthanization"
On relay_incinerator_open add the following outputs:
On relay_incinerator_close add the following outputs:
Killing the Box
Make 128s*128l*8h brush with the trigger texture. Tie it to a trigger_once entity.
Name it to trigger_killbox
Set it's Filter Name to filter_boxes
Go to flags and check "physics objects" and uncheck "Clients"
Enter the following in outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | !activator | kill | 0.00 | No | |
![]() |
OnStartTouch | relay_euthanization | Trigger | 0.00 | No |
Implementation
Have a certain object trigger relay_incinerator_open to open the incinerator
When that certain object deactivates, trigger relay_incinerator_close.