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Creating Custom Grills (Emancipation Grill Style)

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I'm looking to create a map with a custom Emancipation Grill style testing element. I would like to create it with a similar skin/design to the Emancipation Grill, but I want to make it duplicate any object that passes through it (except for the player obviously) such as turrets, cubes, etc. Is this going to be impossibly complicated, or could I actually do it?
:thumbup:

(also, I am [for all intents and purposes] a complete n00b; I know how to make buttons, doors, and a few basic panels; as well as making the player spawn with/without a portal gun and disconnecting when they walk onto a certain trigger but that is IT. everything else will probably have to be explained VERY. SLOWLY. :lol: )

Well, it'd be somewhat complicated, but yes, it's possible.

Would you want the duplicate to appear AT the fizzler, or in a fixed location? Either way, you would use triggers and filters.

The way I would do it is like this:

1: Standard boxes

a) Create a filter_activator_model called "filter_box" and set 'Filter Model' to "models/props/metal_box.mdl".
b) Create a room somewhere away from the map, and then create a prop_weighted_cube inside it. Call it 'box_template'.
c) Create a point_template called "cube_spawner", and place it where you want the duplicate cube to appear. Un-tick the flag 'Preserve entity names', and set 'Template to spawn' to 'box_template'
d) Create a trigger_multiple on the fizzler. Set 'Filter Name' to "filter_box"; go into the 'Flags' tab, and tick the flag 'Physics Objects' (and de-tick 'Clients'). Then give it the output "OnStartTouch > cube_spawner > ForceSpawn".

This should cause a cube to spawn wherever you place the point_template.

2. Reflective cubes

a) Create a filter_activator_model called "filter_ref_cube" and set 'Filter Model' to "models/props/reflection_cube.mdl".
b) Create a room somewhere away from the map, and then create a prop_weighted_cube inside it. Change its settings so that it appears as a reflection cube (Cube Type). Call it 'ref_cube_template'.
c) Create a point_template called "ref_cube_spawner", and place it where you want the duplicate cube to appear. Un-tick the flag 'Preserve entity names'. Set 'Template to spawn' to 'ref_cube_template'.
d) Create a new trigger_multiple on the fizzler. Set 'Filter Name' to "filter_ref_cube"; go into the 'Flags' tab, and tick the flag 'Physics Objects' (and de-tick 'Clients'). Then give it the output "OnStartTouch > ref_cube_spawner > ForceSpawn".

This should cause a reflection cube to spawn wherever you place the point_template.

3. Turrets

a) Create a filter_activator_model called "filter_turret" and set 'Filter Model' to "npcs/turret/turret.mdl".
b) Create a room somewhere away from the map, and then create a npc_portal_floor_turret inside it. Call it 'turret_template'.
c) Create a point_template called "turret_spawner", and place it where you want the duplicate turret to appear. Un-tick the flag 'Preserve entity names'.
e) Create a new trigger_multiple on the fizzler. Set 'Filter Name' to "filter_turret"; go into the 'Flags' tab, and tick the flag 'Physics Objects' (and de-tick 'Clients'). Then give it the output "OnStartTouch > turret_spawner > ForceSpawn".

This should cause a turret to spawn wherever you place the point_template.

Just repeat this process for other objects you want to spawn and you're good. If there's any issues (there probably is somewhere), just let me know.

BE CAREFUL NOT TO PUT THE SPAWNER ON THE FIZZLER ITSELF OR THE GAME WILL SPAWN CUBES EXPONENTIALLY AND CRASH!!

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Thank you so much :notworthy: I'm trying this now. should I put the point_filter_model ON the fizzler, or just anywhere? Also, with the multiple trigger_multiple setup will it only spawn, say, a storage cube when a storage cube touches it, or will it spawn ALL the available templates whenever something touches it? or is that what the point_filter_model is for?

Make sure you use filter_activator_model for the filter. It can go anywhere in the map; logic entities do not rely on location. So you could put it thousands of units away and it'd do the same thing.

And no, each trigger will spawn it's corresponding object. The object you bring in to the fizzler will only have an effect on one of the triggers, because of the filters. So as long as they're set up, it should only ever spawn the object that corresponds to the object that goes in.

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srs bsnss wrote:
Make sure you use filter_activator_model for the filter. It can go anywhere in the map; logic entities do not rely on location. So you could put it thousands of units away and it'd do the same thing.

And no, each trigger will spawn it's corresponding object. The object you bring in to the fizzler will only have an effect on one of the triggers, because of the filters. So as long as they're set up, it should only ever spawn the object that corresponds to the object that goes in.

Sorry, I meant filter_activator_model but sometimes my keyboard skills fail me. thank you for the clarification :thumbup:

Now I'm having a weird problem... I create a prop_weighted_cube and change the skin to Reflective, but it shows up as a dirty, rusted regular cube. I change the type to reflective, and it doesn't affect the appearance though I assume it now has the abilities of a reflective cube. I change use old skins to false and it does nothing. what am I doing wrong?
[Edit] nvm, looked on the forums, apparently it looks like normal cube until you're actually in-game

srs bsnss wrote:
Make sure you use filter_activator_model for the filter. It can go anywhere in the map; logic entities do not rely on location. So you could put it thousands of units away and it'd do the same thing.

And no, each trigger will spawn it's corresponding object. The object you bring in to the fizzler will only have an effect on one of the triggers, because of the filters. So as long as they're set up, it should only ever spawn the object that corresponds to the object that goes in.

I can't figure this out... I did everything exactly according to what you put there, and it seems like it should work... the cube goes through the trigger, the filter tells the trigger the cube went through, the trigger commands the point_template to spawn according to the template and another cube is created. However, I drop the cube through the trigger and nothing happens. I unchecked and checked all the weird little peripheral things too, but none of it works.

You'll want to move the template cubes to where you want them to spawn. If you check that room, there'll probably be lots of cubes there.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
You'll want to move the template cubes to where you want them to spawn. If you check that room, there'll probably be lots of cubes there.

If that's the case, then I'll probably need the template cube to just be the first one that appears on the map, being the one that you drop into the grill

Point_templates delete the template objects from the map, and create them when you trigger the forceSpawn input. Where are you wanting to spawn the cubes?

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
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