Entrance and Exit Doors, and Elevator video
Quote from Aicxe on June 6, 2012, 2:37 amOkay, So I'm making a level from scratch.
I've set up the arrival elevator already, and the next step I want to do is to add the door.
How do I set it to open? I think it has something to do with trigger brushes, but how about closing it behind the player? Correct me, but am I right in thinking of a trigger brush in front of and after the door?
Also, how do I get the rounded brush thingy that goes around the door? I've heard of a prefab, but where do I get that?
One more thing, how do I get the videos playing on the elevator? The developer wiki says just changing the $arrival_video variable (I changed it to media/turret_dropin.bik), but that didn't do shit. vgui_movie_display says the brush to contain the video has to be textured with elevator/elevator_screen, but clicking the brushes around the elevator just selects the entire func_instance.
Thanks for whoever will answer. Also, if anyone would be kind for me to add them on steam with these questions, that would be super.
Okay, So I'm making a level from scratch.
I've set up the arrival elevator already, and the next step I want to do is to add the door.
How do I set it to open? I think it has something to do with trigger brushes, but how about closing it behind the player? Correct me, but am I right in thinking of a trigger brush in front of and after the door?
Also, how do I get the rounded brush thingy that goes around the door? I've heard of a prefab, but where do I get that?
One more thing, how do I get the videos playing on the elevator? The developer wiki says just changing the $arrival_video variable (I changed it to media/turret_dropin.bik), but that didn't do shit. vgui_movie_display says the brush to contain the video has to be textured with elevator/elevator_screen, but clicking the brushes around the elevator just selects the entire func_instance.
Thanks for whoever will answer. Also, if anyone would be kind for me to add them on steam with these questions, that would be super.
Quote from Habzs on June 6, 2012, 3:03 amUse a trigger_once brush, both before and after the door. Name the door, set the output of the trigger_once to
Before the door:
onStartTouch > door > open.After the door:
onStartTouch > door > close.I highly recommend that you watch some tutorials before trying Hammer out.
Use a trigger_once brush, both before and after the door. Name the door, set the output of the trigger_once to
Before the door:
onStartTouch > door > open.
After the door:
onStartTouch > door > close.
I highly recommend that you watch some tutorials before trying Hammer out.

Quote from josepezdj on June 6, 2012, 3:20 amI like to recommend all new hammer users SolarChronnus youtube channel. I learnt all the basics so easily with those first tutorials.
For the round frame of the doors I'd suggest you to look into the included sample maps you have in the sdk_content folder.
I like to recommend all new hammer users SolarChronnus youtube channel. I learnt all the basics so easily with those first tutorials.
For the round frame of the doors I'd suggest you to look into the included sample maps you have in the sdk_content folder.
Quote from Aicxe on June 6, 2012, 3:25 amYes, I'm watching SolarChronus, and yes, I have almost all tabs of Valve's developer wiki open. Thanks for verifying what I thought I should do for the triggered doors, but I still have to figure out the elevator videos. I saw a video_frams.vmf in the elevator folders, does anyone know how to use it?
Yes, I'm watching SolarChronus, and yes, I have almost all tabs of Valve's developer wiki open. Thanks for verifying what I thought I should do for the triggered doors, but I still have to figure out the elevator videos. I saw a video_frams.vmf in the elevator folders, does anyone know how to use it?
Quote from El Farmerino on June 6, 2012, 3:55 amFor my one way doors I use a trigger_multiple starting a couple of metres in front of the door and finishing perfectly in the doorway (so that it cannot be touched when the door closes). Outputs are:
OnStartTouch - door - Open
OnEndTouch - door - Close - 2.00 seconds.That way the door opens as you approach it and closes as you move away, but closes behind you and remains closed after you've gone through it.
For my one way doors I use a trigger_multiple starting a couple of metres in front of the door and finishing perfectly in the doorway (so that it cannot be touched when the door closes). Outputs are:
OnStartTouch - door - Open
OnEndTouch - door - Close - 2.00 seconds.
That way the door opens as you approach it and closes as you move away, but closes behind you and remains closed after you've gone through it.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from josepezdj on June 6, 2012, 4:30 amAicxe wrote:Yes, I'm watching SolarChronus, and yes, I have almost all tabs of Valve's developer wiki open. Thanks for verifying what I thought I should do for the triggered doors, but I still have to figure out the elevator videos. I saw a video_frams.vmf in the elevator folders, does anyone know how to use it?With the latest update DLC2, Valve changed one script that managed these videos. The result was that they broke the normal videos management; now they only work fine in the PTI maps that haven't been modified on hammer.
This was already discussed in another thread
There a quick workaround: you might modify the arrival and departure elevator instances to point to the old video_splitter.nut script in order to get your videos back
With the latest update DLC2, Valve changed one script that managed these videos. The result was that they broke the normal videos management; now they only work fine in the PTI maps that haven't been modified on hammer.
This was already discussed in another thread
There a quick workaround: you might modify the arrival and departure elevator instances to point to the old video_splitter.nut script in order to get your videos back
Quote from Aicxe on June 6, 2012, 4:51 amjosepezdj wrote:they broke the normal videos management; now they only work fine in the PTI maps that haven't been modified on hammer.There a quick workaround: you might modify the arrival and departure elevator instances to point to the old video_splitter.nut script in order to get your videos back
Thanks, but I don't think I'll mess with what VALVe messed with for now. Heh.
There a quick workaround: you might modify the arrival and departure elevator instances to point to the old video_splitter.nut script in order to get your videos back
Thanks, but I don't think I'll mess with what VALVe messed with for now. Heh.
Quote from Lpfreaky90 on June 6, 2012, 5:06 amIf you just name your entrance door @entry_door it automatically opens, there's a trigger inside the entrance elevator already that does that
Then you only need another trigger_once after the elevator to close it again.
If you just name your entrance door @entry_door it automatically opens, there's a trigger inside the entrance elevator already that does that
Then you only need another trigger_once after the elevator to close it again.

Quote from josepezdj on June 6, 2012, 5:12 amAicxe wrote:Thanks, but I don't think I'll mess with what VALVe messed with for now. Heh.I could modify the instances for you and post them here this evening (Spanish time
): I will try them to make use of the old script located into portal2/portal2/scripts/vscripts instead of the portal2_dlc2/scripts/vscripts folder... Don't really know if I could achieve that though.
Maybe the other way would be to rename the old script, make the elevator instances use it and then distribute the script along with your map so the players need to place it in the dlc2 folder, or maybe pakrat it into the bsp... but that would be the plan B
I could modify the instances for you and post them here this evening (Spanish time ): I will try them to make use of the old script located into portal2/portal2/scripts/vscripts instead of the portal2_dlc2/scripts/vscripts folder... Don't really know if I could achieve that though.
Maybe the other way would be to rename the old script, make the elevator instances use it and then distribute the script along with your map so the players need to place it in the dlc2 folder, or maybe pakrat it into the bsp... but that would be the plan B
Quote from FelixGriffin on June 6, 2012, 9:26 amIt works best to just rename the old one to video_splitter_bsp.nut or such, then point at that.
It works best to just rename the old one to video_splitter_bsp.nut or such, then point at that.