Elevator Tutorial

From ThinkingWithPortals

Jump to: navigation, search
This article has been abandoned by it's author.
The information here may be incorrect, invalid, or out of date. Continue at your own risk!


Contents

Entrance Elevator (under Construction)

Entrance Elevator Entities

Prop_Static 2x

You'll need 2 of these. The 1st will be a World Model of 'models/props/elevatorshaft_wall/elevatorshaft_wall.mdl'.

For the 2nd you'll need to will have a World Model of 'models/props/elevator_caps/elevator_caps.mdl'.

Prop_Dynamic 2x

Again you'll need 2 of these. The 1st will be the Doors, the world model should be 'models/props/round_elevator_doors.mdl', unlike the prop_statics you'll need to name this one. Name it 'Ent1_Elevator_Doors_Prop'.

The 2nd will have a World Model of 'models/props/round_elevator_body.mdl' and should be named 'Ent1_Elevator_Prop'.

Trigger_once

This will be used to Open the Doors and fade in / out

Ambient_Generic

Sound Name needs to be 'Portal.elevator_ding' which is the sound when the doors open. Name it 'Ent1_Open_Elevator_Doors_Sound'.

Env_Fade 2x (Broken)

You'll need 2 of these, one to start the screen black, and the other to fade in(broken). Name the 1st one 'Start_Fade_in_Black' and make the duration '0'. Also goto Flags and change its Stay Out to checked. Make sure the color is Black.

Name the 2nd one 'Start_Fade_in' and make the duration '4'. Change the Fade Alpha to '0', and goto flags, Check: Stay Out and Fade From.(Broken)

info_player_start

Where the player starts

weapon_portalgun

The Portal gun ( Note if you dont want your player to start with the portal gun then skip this entity)

Placement

1. Rotate the Elevator Doors and the Elevator Body so that they fit together. Note: Using the Elevator Doors, Model Tab in properties and watching how it clips with the elevator body can help with this.

2. Fit the Elevator Caps so that the bottom cap is flush with the bottom of the elevator floor, and the Top of the Lower Elevator Cap is 8-16 pixels distance from the ground. Also, place your Elevator Shaft around the Elevator with the opening matching the doors.

3. Make the Trigger_once brush as big as the elevator body and have a tools/toolstrigger brush type.

4.Place everything else inside the elevator. The info_player_start so that the feet are close to the bottom of the elevator and the portal gun is inside the player.

Input/Output Phase

1. All your outputs will be in the Trigger_once brush entity.

OnStartTouch-Start_Fade_in_Black-Fade-N/A-0.00

OnStartTouch-Start_Fade_in-Fade-N/A-1.00

OnStartTouch-Ent1_Elevator_Doors_Prop-SetAnimation-open-5.00

OnStartTouch-Ent1_Elevator_Doors_Prop-DisableCollsion-N/A-5.00

OnStartTouch-Ent1_Open_Elevator_Doors_Sound-PlaySound-N/A-5.00

Transfer Elevator

Elevator Entities

Prop_Static 4x

You'll need 4 of these. The 1st 2 will be a World Model of 'models/props/elevatorshaft_wall/elevatorshaft_wall.mdl'.

For the 2nd 2 you'll need to will have a World Model of 'models/props/elevator_caps/elevator_caps.mdl'.

Prop_Dynamic 2x

Again you'll need 2 of these. The 1st will have a World Model of 'models/props/round_elevator_body.mdl' and should be named 'Transfer1_Elevator_Prop'.

The 2nd will be the Doors, the world model should be 'models/props/round_elevator_doors.mdl', unlike the prop_statics you'll need to name this one. Name it 'Transfer1_Elevator_Doors_Prop'. In addition set it's Parent to 'Transfer1_Elevator_Prop'.

Path_Track 2x

These will be the path that the elevator takes. Name the 1st one 'Transfer1_Elevator_start', make its Next Stop Target 'Transfer1_Elevator_end' and set its Orientation Type to 'No Change'.

Name the 2nd one 'Transfer1_Elevator_end' and set its Orientation Type to 'No Change'.

Trigger_once 2x

This will be used to Open/close the Doors and start the elevator

Func_TrackTrain

Name this 'Transfer1_Elevator_func_tracktrain', its First Stop Target 'Transfer_Elevator_start', and Changed Angles to 'Never(Fixed Orientation)'. Flags: Check only Passable, and Fixed Orientation.

Goto the 'Transfer1_Elevator_Prop' and set its Parent to 'Transfer1_Elevator_func_tracktrain'.

Ambient_Generic 2x

Sound Name needs to be 'Portal.elevator_ding' which is the sound when the doors open. Name it 'Transfer1_Elevator_end_Sound_open'. Set its Source Entity Name to 'Transfer1_Elevator_func_tracktrain'

The next Sound Name needs to be 'Portal.elevator_start' which is the sound when the doors open. Name it 'Transfer1_Elevator_start_Sound'. Set its Source Entity Name to 'Transfer1_Elevator_func_tracktrain'

Env_Shake

Used to Shake the elevator when it starts. Name it 'Transfer1_Elevator_Shake' and its Effect Radius to '100'.

Placement

1. Look at the Placement section for the Entrance elevator for the things that are in common. As you will notice you have an extra Elevator Shaft and Elevator Caps static props. You'll want to place these at your destination.

2. Place the 'Transfer1_Elevator_start' in the center of the 'Transfer1_Elevator_Prop', and try to place the 'Transfer1_Elevator_end' in the center of the Elevator Caps at your destination (more than likely this will require you loading up the map to fine tune so it lines up where you want it too).

3. Place 1st One of the Trigger_Once on the way to the 'Transfer1_Elevator_Prop'. This one will open the doors and disable their collision.

Place the 2nd one about 1/2 inside the 'Transfer1_Elevator_Prop' so that it takes up the back 1/2 of the 'Transfer1_Elevator_Prop'.

4. Place the 'Transfer1_Elevator_func_tracktrain' in the center of the 'Transfer1_Elevator_Prop' and make sure it goes from top to bottom of the prop_dynamic. also it should be about 1/2 the width / length of the 'Transfer1_Elevator_Prop'.

5. the Placement of the Ambient_generic's doesnt matter though for sanity's sake place them withing your 'Transfer1_Elevator_Prop'.

6. the Env_Shake should be placed in teh center of the Transfer1_Elevator_Prop, On top of the 'Transfer1_Elevator_start'

Input / Output

1. On the Trigger_once on the way to the Elevator you'll want these outputs.

OnStartTouch-Transfer1_Elevator_Doors_Prop-DisableCollision

OnStartTouch-Transfer1_Elevator_Doors_Prop-SetAnimation-open


2. On the Trigger_once inside the 'Transfer1_Elevator_Prop' you'll want these.

OnStartTouch-Transfer1_Elevator_Doors_Prop-EnableCollision-N/A-0.00

OnStartTouch-Transfer1_Elevator_Doors_Prop-SetAnimation-close-0.00

OnStartTouch-Transfer1_Elevator_func_tracktrain-Toggle-N/A-3.00

OnStartTouch-Transfer1_Elevator_start_Sound-PlaySound-N/A-3.00

OnStartTouch-Transfer1_Elevator_Shake-StartShake-N/A-3.00


3. On the Path_Track 'Transfer1_Elevator_end' you'll need these

OnPass-Transfer1_Elevator_Doors_Prop-DisableCollision-N/A-0.00

OnPass-Transfer1_Elevator_Doors_Prop-SetAnimation-open-0.00

OnPass-Transfer_Elevator_end_Sound_open-PlaySound-N/A-0.00

Exit Elevator

Elevator Entities

Prop_Static 2x

You'll need 2 of these. The 1st will be a World Model of 'models/props/elevatorshaft_wall/elevatorshaft_wall.mdl'.

For the 2nd you'll need to will have a World Model of 'models/props/elevator_caps/elevator_caps.mdl'.

Prop_Dynamic 2x

The 1st will be the Doors, the world model should be 'models/props/round_elevator_doors.mdl', unlike the prop_statics you'll need to name this one. Name it 'Exit1_Elevator_Doors_Prop'.

The 2nd will have a World Model of 'models/props/round_elevator_body.mdl' and should be named 'Exit1_Elevator_Prop'.

Trigger_Once 2x

The 1st one should be placed on the way to the Exit Elevator where as the second should be placed withing the back 1/2 of the 'Exit1_Elevator_Prop'

Ambient_Generic

The next Sound Name needs to be 'Portal.elevator_start' which is the sound when the doors open. Name it 'Exit1_Elevator_start_Sound'. Since we aren't Settings its Source Entity Name Try to Place it in the center of the 'Exit1_Elevator_Prop'.

Env_Shake

Used to Shake the elevator when it starts. Name it 'Exit1_Elevator_Shake' and its Effect Radius to '100'. Place it again in the center of the 'Exit1_Elevator_Prop'.

Env_Fade

This will fade the screen to black after the player wins. Name it 'Exit1_Fade_Out', and Change its Duration to '3'. Make sure its color is black, its fade alpha is at 255 (should be default) and that the Stay Out Flag is Checked.

Point_Clientcommand

This entity can input consol commands when triggered. Name this 'Exit1_Level'.

Placement

1. Follow the Instructions for Placement of the similar parts in the Entrance elevator.

2. The Point_Clientcommand doesn't really matter where its placed. I recomend that you place it close to the elevator incase you need to find it.

3. Place the Ambient_Generic and the Env_shake in the center of the 'Exit1_Elevator_Prop'.

4. Place one of the trigger once's on the way to the elevator, and the 2nd to take up the back 1/2 of the elevator.

Input / Output

1. The Trigger_once on the way to the 'Exit1_Elevator_Prop' should have the following I/O setup

OnStartTouch-Exit1_Elevator_Doors_Prop-SetAnimation-open-0.00

OnStartTouch-Exit1_Elevator_Doors_Prop-DisableCollision-N/A-0.00

2. The Other Trigger_once in the 'Exit1_Elevator_Prop'

OnStartTouch-Exit1_Elevator_Doors_Prop-SetAnimation-close-0.00

OnStartTouch-Exit1_Elevator_Doors_Prop-EnableCollision-N/A-0.00

OnStartTouch-Exit1_Elevator_Shake-StartShake-N/A-2.00

OnStartTouch-Exit1_Elevator_start_Sound-PlaySound-N/A-2.00

OnStartTouch-Exit1_Fade_Out-Fade-N/A-2.00

OnStartTouch-Exit1_Level-Command-disconnect-6.00

Personal tools