Stairs & Piston Platforms
Quote from Tmast98 on July 9, 2013, 10:41 pmDid you give the func_movelinear a move distance, direction, and speed? If you did and you trigger it to open, not close, it should move.
EDIT: Also, did you parent the prop_dynamic to the func_movelinear? That's very important.
Did you give the func_movelinear a move distance, direction, and speed? If you did and you trigger it to open, not close, it should move.
EDIT: Also, did you parent the prop_dynamic to the func_movelinear? That's very important.
Quote from Dafflewoctor on July 9, 2013, 10:53 pmTmast98 wrote:Did you give the func_movelinear a move distance, direction, and speed? If you did and you trigger it to open, not close, it should move.EDIT: Also, did you parent the prop_dynamic to the func_movelinear? That's very important.
I was just about to edit my post-it was a naming error gotcha thing. Didn't look closely enough, sorry.
However, my stairs are still failing.
EDIT: Also, did you parent the prop_dynamic to the func_movelinear? That's very important.
I was just about to edit my post-it was a naming error gotcha thing. Didn't look closely enough, sorry.
However, my stairs are still failing.

Quote from TeamSpen210 on July 9, 2013, 11:01 pmThe attachment point tab is not in the model viewer opened in hammer. There's another one, which is below the hammer option in the Authoring tools launcher (the green dialog that you launch hammer through). The animations aren't in alpphabetical order.
If you want to, you can open up the pti instances to get an idea about how it works. instances/p2editor/stair.vmf is the file for the stairs.
The attachment point tab is not in the model viewer opened in hammer. There's another one, which is below the hammer option in the Authoring tools launcher (the green dialog that you launch hammer through). The animations aren't in alpphabetical order.
If you want to, you can open up the pti instances to get an idea about how it works. instances/p2editor/stair.vmf is the file for the stairs.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Quote from josepezdj on July 10, 2013, 6:07 amDr.Toaster Waffles wrote:I think this might work the best, I was looking through the arm64x64 animations but I couldn't find any stair ones, nonetheless eight of them. Plus I don't want my map to have the exact same PTI animations, I'm actually planning to release this one.I used the model models/anim_wp/room_transform/arm64x64_interior.mdl in my map "The Second Exodus" (link below in my signature if you want to take a look at it... the stairs are in the near entry, right after the elevator shaft). Same as you mentioned, I didn't want to make a typical PTI stair and such
so I inverted the orientation of the animation: they open to a lower level instead of upwards, and I think it's cooler animation than the usual.
The animations you need to use are:
rampa_stair01_up
rampa_stair02_up
rampa_stair03_up
rampa_stair04_up(Each of them have a similar angle but a different height so when you put 4 of these models in a row they compose the stairs
)
Check them quickly by going to the model properties in hammer > Model Tab. If you need to place them properly in hammer while mapping, you can select the desired animation from that Model Tab and copy the name, then put that animation name in the Default Animation property and then hit Enter: you will see it keeps that animation all the time, and this makes you put it in place while mapping
About the logic, well, as I make these stairs "the other way around", I opted for func_movelinears for the func_brushes that were the stairs steps, and make them simply move independently from the arm models (I didn't parent them to them
)
EDIT
Nitpicking advice: Use the complementary model models/anim_wp/room_transform/arm_64x64_rail.mdl for the lowest parts of your arm64x64 models in order to make it actually look like it's installed between the side brushes
I used the model models/anim_wp/room_transform/arm64x64_interior.mdl in my map "The Second Exodus" (link below in my signature if you want to take a look at it... the stairs are in the near entry, right after the elevator shaft). Same as you mentioned, I didn't want to make a typical PTI stair and such so I inverted the orientation of the animation: they open to a lower level instead of upwards, and I think it's cooler animation than the usual.
The animations you need to use are:
rampa_stair01_up
rampa_stair02_up
rampa_stair03_up
rampa_stair04_up
(Each of them have a similar angle but a different height so when you put 4 of these models in a row they compose the stairs )
Check them quickly by going to the model properties in hammer > Model Tab. If you need to place them properly in hammer while mapping, you can select the desired animation from that Model Tab and copy the name, then put that animation name in the Default Animation property and then hit Enter: you will see it keeps that animation all the time, and this makes you put it in place while mapping
About the logic, well, as I make these stairs "the other way around", I opted for func_movelinears for the func_brushes that were the stairs steps, and make them simply move independently from the arm models (I didn't parent them to them )
EDIT
Nitpicking advice : Use the complementary model models/anim_wp/room_transform/arm_64x64_rail.mdl for the lowest parts of your arm64x64 models in order to make it actually look like it's installed between the side brushes
Quote from Dafflewoctor on July 10, 2013, 8:34 amEverything's working fine now. I set the attachment point to panel_attach_01, so now it follows the bottom panel.
That was sort of a knowledge growth thing, though. I think I'll use the "rampa" animations because they look less choppy.
Everything's working fine now. I set the attachment point to panel_attach_01, so now it follows the bottom panel.
That was sort of a knowledge growth thing, though. I think I'll use the "rampa" animations because they look less choppy.