Co-Op Door (Portal 2)

From Valve Developer Community
Jump to: navigation, search
Français Русский

Co-Op doors consist of two triggers that both bots step on to open the door and for each trigger a person sign lights up.

The co-op door from mp_coop_doors.

Instance

1.) Create a func_instance with the following settings:

Property Name Value
Name coop_exit_door
VMF Filename instances/coop/coop_team_double_exit_door.vmf

2.) Create a block brush with trigger texture, tie this brush to a trigger_playerteam with the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouchBluePlayer coop_exit_door instance:relay_blue_in;Trigger <none> 0.00 No
Io11.png OnEndTouchBluePlayer coop_exit_door instance:relay_blue_out;Trigger <none> 0.00 No
Io11.png OnStartTouchOrangePlayer coop_exit_door instance:relay_orange_in;Trigger <none> 0.00 No
Io11.png OnEndTouchOrangePlayer coop_exit_door instance:relay_orange_out;Trigger <none> 0.00 No

Manual Creation

The Door

1.) Add a prop_testchamber_door. With the following settings:

Property Name Value
Name door_01

2.) Add a logic_coop_manager with the following settings:

Property Name Value
Name coop_man

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnChangeToAllTrue door_01 Open <none> 0.00 No


Triggers

1.) Add a Logic_relay with the following Settings:

Property Name Value
Name relay_b_in

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateATrue <none> 0.00 No

2.) Add a Logic_relay with the following Settings:

Property Name Value
Name relay_b_out

and outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateAFalse <none> 0.00 No

3.) Repeat steps 1-2 but change the following:

Property Name Value
Name relay_o_in

outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateBTrue <none> 0.00 No

Add a Logic_relay with the following Settings:

Property Name Value
Name relay_o_out

outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger coop_man SetStateBFalse <none> 0.00 No

4.) Create a block brush with trigger texture applied. Tie this brush to a trigger_playerteam with the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouchBluePlayer relay_b_in Trigger <none> 0.00 No
Io11.png OnEndTouchBluePlayer relay_b_out Trigger <none> 0.00 No
Io11.png OnStartTouchOrangePlayer relay_o_in Trigger <none> 0.00 No
Io11.png OnEndTouchOrangePlayer relay_o_out Trigger <none> 0.00 No

Check Boxes

1.) Add a Prop_static with the following settings:

Property Name Value
World Model models/props/sign_frame02/sign_frame02.mdl

2.) Create a 32Lx4Wx32H func_brush with the texture: signage/signage_coop_teamdoor_orange

Property Name Value
Name checkbox_o

Align it to the left, inside the frame.

3.) Repeat step 2 but change the following: signage/signage_coop_teamdoor_blue


Align it to the right, inside the frame.


4.) Add two env_texturetoggle with the following settings:

Property Name Value
Name textog_o
Target Brush(es). checkbox_o
Property Name Value
Name textog_b
Target Brush(es). checkbox_b

5.) Add two ambient_generic with the following settings:

Property Name Value
Name sound_out
Sound Name portal.button_down
Property Name Value
Name sound_in
Sound Name portal.button_up


6.) Add the following outputs to relay_o_in:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger textog_o SetTextureIndex 1 0.00 No
Io11.png OnTrigger sound_in PlaySound <none> 0.00 No

Add the following outputs to relay_o_out:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger textog_o SetTextureIndex 0 0.00 No
Io11.png OnTrigger sound_out PlaySound <none> 0.00 No

Add the following outputs to relay_b_in:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger textog_b SetTextureIndex 1 0.00 No
Io11.png OnTrigger sound_in PlaySound <none> 0.00 No

Add the following outputs to relay_b_out:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger textog_b SetTextureIndex 0 0.00 No
Io11.png OnTrigger sound_out PlaySound <none> 0.00 No

You have now created a door which will open if both co-op partners are in the triggers