"The planks of tomorrow!" ~ Cave Johnson
Panels are architectural elements. They are individually positioned so that, together, they form the test chamber. Because the panels are moved individually by robotic arms, the room can react to the player. They can form stairs, new ledges, open like doors, and tend to convey a sense that the room itself is alive.
1. Create a prop_dynamic entity with the following settings:
Property Name Value World Model models/anim_wp/room_transform/arm64x64_interior.mdl Name panel1 Collision Not Solid
2. Create a
256Lx256Wx32H block brush above the model. Tie it to a func_brush entity with the following settings:
Property Name Value Name panel1_brush Parent panel1
3. Create a logic_auto entity and set up the output as follows:
Now the func_brush can follow the animation of the prop_dynamic.
4. Create a logic_relay with the following settings:
Property Name Value Name relay_panel1_animation
and the following outputs:
List of panels attachments
Note: Idle / Static models do not move. These are strictly aesthetic.
|Model Path||Animated||Panel Attachment Name|
|anim_wp\arm_interior_192\arm_interior_128.mdl||Yes||GLASS - N/A|
|anim_wp\arm_interior_192\arm_interior_192.mdl||Yes||GLASS - N/A|
|anim_wp\telescope_arm_128\telescope_arm_128_glass.mdl||Yes||GLASS - panel_top|
|anim_wp\telescope_arm_128\telescope_arm_128x256.mdl||Yes||GLASS - panel_top|
|anim_wp\telescope_arm_trans\telescope_arm_trans.mdl||Yes||GLASS - panel_attach|
Animation Playback Rate
Sometimes it might be required for an arm (or any other prop_dynamic) to play its animation faster or slower. The playback rate of a prop_dynamic entity is expressed in numbers as representation of percentage, where 1 is equivalent to 100%, 2 is 200%, 0.5 is 50%, 0 is 0% of the animation playback rate (note that 0 will stop the animation completely). There are two ways to change default playback rate.
The first method is easier and applied to all of animation of a particular prop_dynamic. The playback rate can be assigned to the arm and this will have a constant effect on the arm's animations playback rate (it will always be playing any animations at that set rate). In order to do so an new output need to be added in the arm's properties:
Above output will make an arm to play all of its animations 5 times faster. The !self is a special wildcard that selects the entity that is firing that output (arm selects itself).
The second way of setting up the playback rate is more complex but also more flexible. The triggering entity (trigger_once etc.) has to set the following outputs:
Above set-up, when triggered will cause arm_0 to start animation, one hundredth second later the animation playback will be increased to 200% (note that if both outputs were fired at the same time the playback rate will remain at default - 1).