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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Trigger Tutorial
elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
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Level 5
Category: HL2 Mapping
Posted: Tuesday, Apr. 24, 2007 07:01 pm
Can I have a decent lesson on trigger inputs/outputs ?

I want to include these things in my map:

1. Door,
a func_ door brush.
Two triggers on the wall (on two prop_static buttons).
Use them with the *use item* action, not by just walking into them.
One to open, other to close the door.

2.Steam,
a heat steam wave that shoots out a pipe,
causing dmg to anyone standing in the way.
Trigger on a valve model.
Can be used only once/5 sec.
Dmg given 20/use.
Wave lasts 4 sec.

That's about it for now...

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foyleman
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Since: Nov 7, 2001
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Last: Apr 13, 2021
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Category: HL2 Mapping
Posted: Tuesday, Apr. 24, 2007 07:42 pm
Give me a few days to post this.

Sadly, if this was Quake 4, I could probably tell you right now. Too many games in my head. [crazy]

I will work out the details and post them later this week for you.
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foyleman
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Category: HL2 Mapping
Posted: Saturday, Apr. 28, 2007 01:32 pm
DOOR:

- create your door and give it a name of something like mydoor
- in flags, uncheck "touch opens" and check "toggle"
- create a func_button for each operation. One to open and one to close
- change the lip to a positive value equal to the size of the button if you don't want it to move when used.
in ouputs :
my output named : OnPressed
targets entity : mydoor
via this input : Open
- do the same for the other button except that:
via this input : Close
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foyleman
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Category: HL2 Mapping
Posted: Saturday, Apr. 28, 2007 01:56 pm
STEAM:

- build what you want.. pipe, etc
- place env_steam at the source of the steam
- angle the steam so it's shooting in the right direction
- name is something like mysteam
- make sure initial state = off

- with the toolstrigger texture, create a trigger_hurt
- make sure it covers the area that will hurt the player. As long as the player is in this area, he will get hurt regardless of the steam effect
- name is something like myhurt
- Start Disabled = Yes
- Damage = 3 which means every half second the player will lose 3 life points for a total of 4 seconds which comes out to 24 life in total

- with toolstrigger texture, create a trigger_once
- make sure it covers the area that will activate both the steam and the hurt
- set the Outputs like this:
- - [my output named] : [targets entities named] : [via this input] : [after a delay]
- - OnStartTouch : mysteam : TurnOn : 0
- - OnStartTouch : myhurt : Toggle : 0
- - OnStartTouch : mysteam : TurnOff : 4.00
- - OnStartTouch : myhurt : Toggle : 4.00

That should do it. There might be other ways, but this worked for me.

** some of what I wrote was hidden. fixed in editing this post.
** also realized myhurt should be toggle not turnon.

edited on Apr. 28, 2007 10:32 am by foyleman
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foyleman
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Category: HL2 Mapping
Posted: Saturday, Apr. 28, 2007 02:40 pm
STEAM:

I was thinking... maybe you want steam sound too. I should have thought of this before.

- add ambient_generic entity near the steam
- give it a name like steam_sound
- Sound Name = d1_town.GasJet (wasn't easy to find)
- adjust the max audible distance. Something like 56 (although it hardly makes any difference)
- flags = Start Silent (no other flags checked or it won't turn off later)

back to the trigger_once
- Ouputs:
- - OnStartTouch : steam_sound : PlaySound : 0
- - OnStartTouch : steam: StopSound : 4.00
(fade out doesn't work here)

adding sounds seems to be hard to adjust to make it just right. I don't care for this entity.
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