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Indiclights 1.png

Лампы-индикаторы представляют собой линии из маленьких ламп, которые служат в тестовых камерах для указания взаимодействия между двумя или более энтити на карте, часто между кнопкной и другим энтити in the world. Обычно лампы горят голубым, если они неактивны, и оранжевым, когда активны.

Как сделать Лампы-индикаторы

Indicator lights all laid out

Этот урок предполагает, что вы обладаете базовыми знаниями о Hammer.

Шаг 1

Создайте два энтити, на вашей карте, которые требуют взаимодействия друг с другом. Они могут варьироваться от Сверхпрочной сверхударной сверхкнопки для открывания простой выходной двери, до кнопок, которые будут временно взаимодействовать с Вакуумными трубами, которые будут поставлять гель, в результате чего игрок станет на один шаг ближе к решению. Whatever you decide to do is up to you, but always next to the activator place an env_texturetoggle entity - this will help us change the indicator colors further in the tutorial and help you remember were you place your entities, resulting in a cleaner map.

Шаг 2

Select a texture for the lights in the texture browser, for this tutorial use "signage/indicator_lights/indicator_lights_floor" (Easily found by typing "indicator" in the filter bar).

A1. signage/indicator_lights/indicator_lights_floor
A2. signage/indicator_lights/indicator_lights_wall
B1. signage/indicator_lights/indicator_lights_corner_wall
B2. signage/indicator_lights/indicator_lights_corner_floor

Note.png Note: The textures in each pair of overlays are functionally and cosmetically indistinguishable; but you can still use both overlays if desired.

Шаг 3

Select the Overlay option in hammer, and place your lights overlays as desired. Functionally it doesn't matter how they're placed, though a logical line between the entities interacting is desired, usually the shortest way between the two entities; don't forget the shortest way could travel on walls at some point. Also, to keep consistent with Valve's approach to these lights, when the line turns a signage/indicator_lights/indicator_lights_corner_wall should be in the corner, thus his name came to be.

The length of one strip is four circles, however sometimes you might want to have fewer overlays to keep your map clean. Luckily you can adjust the overlay properties to make it longer rather than make duplicates of the strip. This is accomplished by editing the U Start or U End keyvalue in the properties window for the overlay. Another way of accomplishing this is to stretch 'physically' the overlay in one of the 2D views - make sure that the 'Texture Lock' is unchecked.

Tip.png Tip: Remember that you can add decimal key values to the strips length. This is helpful if you want a strip of 5 circles, for example, which would be possible if you set the strip's length to 1.25 (each circle is 0.25). So if you want a strip of 11 circles, the strip's length would be 2.75.

Шаг 4

Select the overlays you just placed (and ONLY the overlays you want) and name them all the same. Use "indlights_1" for this tutorial. Then open up the env_texturetoggle you previously placed, and enter the same name into the Target Brush(es) field. Now name the env_texturetoggle "texturetoggle_lights_01"

Шаг 5

Select the activator entity, and go to the outputs menu. In this tutorial a simple button entity was used, so all output parameters in the table would relate to it. All you need to do is to add these two outputs to your activator:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed texturetoggle_lights_01 SetTextureIndex 1 0.00 No
Io11.png OnButtonReset texturetoggle_lights_01 SetTextureIndex 0 0.00 No

So basically, now when the button is pressed the texturetoggle_lights_01 will change the overlays connected to it to the alternate "skin" of their's - the appropriate orange texture. After that when the button will reset the "skin" would return to the normal color - blue.

Done, your indicator lights should now be working!

Checkmark Box

Where to put the prop_indicator_panel.

A checkmark box is a binary indicator, meaning it only has off and on states. It is used to indicate the operated entity 'active state' - a blue 'X' mark when inactive and an orange 'V' mark when active.

Шаг 1

Create a prop_static with the following properties:

Property Name Value
World Model models/props/sign_frame01/sign_frame01.mdl

Align it so it will be at the end of your light path.

Шаг 2

At the exact same spot, with the exact same "Pitch Yaw roll" place a prop_indicator_panel. The best way to do this is to shift-drag the prop_static to the same place by moving it a unit to one direction and returning it.

Note.png Note: Do not be fooled by the prop_indicator_panel's appearance; in-game it is only drawn as the checkmark-box. This is why the models/props/sign_frame01/sign_frame01.mdl is needed as well.

Шаг 3

Fill the prop_indicator_panel's fields as desired. Give the entity a name, and make sure it is linked to the overlay not the env_texturetoggle.

Property Name Value
Name checkmark_indlights_1
Indicator Lights indlights_1
Note.png Note: If you decide to fill the 'Indicator Lights' field in the prop_indicator_panel's properties, the prop_indicator_panel will act as an env_texturetoggle. So when it is "Checked" or Unchecked" it will change the "skin" of the indicator light path you attached to it accordingly.

Шаг 4

Add to the activator entity another two outputs:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed checkmark_indlights_1 Check   0.00 No
Io11.png OnButtonReset checkmark_indlights_1 Uncheck   0.00 No

So now you have an operating checkmark box as well, don't forget to link the activator to the activated entity too.

Checkmark Timer

A checkmark timer acts almost as the checkmark box: showing the active state of the operated entity. However, it shows that the operation will last a limited amount of time. It is usually advised that the activator would be a simple button because when activating a floor button the player expects the operation to be permanent until he steps off the button.

Before placing a timer think if you really need it, and if so, how much time is the timer's active state going to be? You don't want the task to be impossible, you just want to add an element of stress to the puzzle.

Шаг 1

Again, place a prop_static with the following properties:

Property Name Value
World Model models/props/sign_frame01/sign_frame01.mdl

Align it so it will be at the end of your light path.

Шаг 2

Place a prop_indicator_panel at the exact same spot as the sign_frame01.mdl. Now you have to ask yourself: "how much time do I want the operated entity to be active?". For this tutorial I picked 8 seconds, so all I have to do is to add the following properties:

Property Name Value
Name checktime_indlights_1
Timer Duration 8
Start visible? Yes
Is a timer Yes
Is checked No
Indicator Lights indlights_1
Note.png Note: Is checked marks if the panel will start with the 'V' mark. Because you want a timer make sure this field is set to 'No'.

Шаг 3

Add a button with the following properties:

Property Name Value
Name button_01
Delay Before Reset 8
Play timer sound? Yes
Prevent fast reset? No

Setting the time in the 'Delay Before Reset' field will tell the button how much time the timer sound should be played. Setting the 'Prevent fast reset?' to 'No' allows to re-press the button at any given time during the timer duration. This will allow the player to restart the timer when he understands he acted to slowly without having to wait for the timer to reset on its own.

Tip.png Tip: It is also useful to use the 'Delay Before Reset' field to prevent pressing the button again while the connected entity is still working. For example, when delivering a cube you don't want the player to be able to fizzle it before it reaches the ground.

Шаг 4

The last thing that needs to be done to make this timer operating is to add this single output in the Output tab:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed checktime_indlights_1 Start   0.00 No

The timer will reset automatically when the time runs out. However, you can still add a 'Stop' command to stop the timer on it's current value or to send a 'Reset' output to reset it manually.

Лампы-индикаторы из Old Aperture

To do: they're a bit different than the normal lights...

  • signage/indicator_lights/indicator_neon_straight