Creating Panels - Prop_dynamic

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DaisyCutter
25 Posts
Posted May 04, 2011
Hi i have been trying to work out these Panels for a couple of days and finally think i have got my head around it.

Here is a Guide that will hopefully help you understand them and create your own... :biggrin:

Step1
Create a prop_dynamic and name this arm_1
Change the World Model to - arm64x64_interior.mdl
Set collisions to - Use Bounding Box
Click Apply

You need to set the Default Animation to your starting animation (you can get this from the sequences tab in the model browser).
Then go to the Models Tab and select your default animation from the sequence dropdown list to show your model in the default position (starting position), this helps when aligning your panel to the world and/or aligning your func_brush to the model.

Step2
Next create a Brush (the panel that will attach to the arm and move with it).
Position the brush.
ctrl+t to - then assign it a func_brush, apply, then name this panel_1
Set the Parent to arm_1

Step3
Create a logic_relay (open)
Name Relay "relay_open" - We will come back to this shortly.
Start Disabled = No

Step4
Create another logic_relay (close)
Name Relay "relay_close"
Start Disabled = No

Step5
If you are creating more panels with different names use the same relays and logic, just add new values in the same way as described below, changing the names respectively.

Now we need to attach the brush to the panel and set up the default animations when the map loads.
Create a logic_auto open the Object Properties (Alt+Enter) and go to the Output Tab and add the following settings:

My output    Target Entity     Target Input                           Parameter   Delay   Only Once
OnMapSpawn   'Name Of Panel'   SetParentAttachmentMaintainOffset      Panel_attach 0.00   No
OnTrigger    'Name of Model'   Disable                                             0.00   No

Open relay_open output settings:

My output   Target Entity      Target Input          Parameter              Delay   Only Once
OnTrigger   'Name Of Model'    SetAnimation          makeramp_04open        0.00    No
OnTrigger   relay_open         Disable                                      0.00    No
OnTrigger   'Name Of Model'    SetDefaultAnimation   makeramp_04open_idlend 0.01    No
OnTrigger   relay_close        Enable                                       1.00    No

Open relay_close output settings:

My output   Target Entity     Target Input          Parameter                 Delay   Only Once
OnTrigger   relay_close       Disable                                         0.00    No 
OnTrigger   'Name Of Model'   SetAnimation          makeramp_04close          0.00    No 
OnTrigger   'Name Of Model'   SetDefaultAnimation   makeramp_04close_idlend   0.01    No
OnTrigger   relay_open        Enable                                          1.00    No

A PDF is located here with images:
http://www.deviant-design-ltd.co.uk/tuts/Create_an_Animated_Prop_Dynamic.pdf

A sample .vmf will be available later

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Avatar
Kaiaatsel
22 Posts
Posted May 04, 2011
Replied 2 hours later
Sounds surprisingly simple, I'll have to try this out.
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DaisyCutter
25 Posts
Posted May 04, 2011
Replied 41 minutes later
sounds simple... took some working out let me tell you lol :smile:
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NaZer
13 Posts
Posted May 04, 2011
Replied 5 hours later
Perfect timing ive really been looking for this tut

it looks really awesome but for some reason when i do it, it gets stuck halfway so the brush isnt lining up with the arm when its open its like its colliding.

Avatar
DaisyCutter
25 Posts
Posted May 04, 2011
Replied 31 minutes later
Hi Nazer, when creating a prop dynamic it will line up with the grid, but once you change the model, sometime (most of the time), it will move off grid positioning.

Just try maximising the grid (maximum lines) and zoom in so you can see properly, then try lining both the panel and the brush, should work.

Let me know how you get on...

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MrTwoVideoCards
584 Posts
Posted May 04, 2011
Replied 39 minutes later
Put this on the VDC.
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NaZer
13 Posts
Posted May 05, 2011
Replied 5 hours later
Heij ive Maximized the grid as you said but it was perfectly lined up, im using another model then you are, but works half the way and then stops like this.

http://s1094.photobucket.com/albums/i454/NaZer95/?action=view&current=Portalbug.jpg

im using the armliving64x64 and the animation 90deg_in_cornerback
Thanks in advance

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Rderasta
6 Posts
Posted May 05, 2011
Replied 25 minutes later
Usefull info, hope I manage to make it work. Thanks a lot DaisyCutter :smile:
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DaisyCutter
25 Posts
Posted May 05, 2011
Replied 3 hours later

MrTwoVideoCards wrote:
Put this on the VDC.

I will do when it 100%, i need to add a few more bits to it and add some workable files. I am working up some other stuff at the moment.
watch this space

Avatar
DaisyCutter
25 Posts
Posted May 05, 2011
Replied 8 minutes later

NaZer wrote:
Heij ive Maximized the grid as you said but it was perfectly lined up, im using another model then you are, but works half the way and then stops like this.

http://s1094.photobucket.com/albums/i454/NaZer95/?action=view&current=Portalbug.jpg

im using the armliving64x64 and the animation 90deg_in_cornerback
Thanks in advance

is this an activated animation, through a trigger or button or somethig? if so does it need an idle state...

What other animations are you using with this?

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DaisyCutter
25 Posts
Posted May 05, 2011
Replied 3 hours later
Hi Nazer

Have a look at thes files

http://www.deviant-design-ltd.co.uk/tuts/corner_back.zip

I have had a play with it. It seems that the way source name their sequences doesn't apply perfectly to all, It really needs some time spent to get these settings perfect.

I will be adding another vmf and bsp soon, with yet more moving panels:) i have still to figure out the dynamics of some of the animations etc.

P.S. I would like to release my SP map before this hopefully by the end of the week.
Will release some screen shots soon :smile:

Avatar
NaZer
13 Posts
Posted May 05, 2011
Replied 41 minutes later
Heij again DaisyCutter that vmf file just saved my life.
its all working so far and i just wanna say great post and GREAT response.
Keep up the good work i really appriciate it
:thumbup:

And im also looking forward to playing your SP map :biggrin:

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msleeper
4,136 Posts
Admin
Posted May 05, 2011
Replied 5 hours later
DaisyCutter - Please do not link to external files. Upload them to the download database instead. Thanks.
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DaisyCutter
25 Posts
Posted May 05, 2011
Replied 4 hours later
Ok msleeper, i will do that from now on!
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Stylus
50 Posts
Posted May 07, 2011
Replied 1 day later
Thank you for this tutorial. You helped me realise how easy it is to make them. what i did for my map i'm working on is that i've used it with a button.
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DrummerB
52 Posts
Posted May 07, 2011
Replied 4 hours later
In the logic_auto, don't you want to disable relay_close instead of the model? Maybe I'm just not understanding it completely.
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Beer-Me
137 Posts
Posted May 07, 2011
Replied 4 hours later
OnTrigger 'Name Of Model' SetDefaultAnimation makeramp_04open_idlend 0.01 No

That line is somewhat unnecessary. I don't need to use it with my panels.

Some animation sequences only have a forward animation and not a retracting one, any idea how to set the close animation the forward one and reverse it?

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Zeppelinfreak
3 Posts
Posted May 08, 2011
Replied 10 hours later
I have a small idea for my map where you have a panel that is malfunctioning and then you fix it. It would play the typical error animation where it bangs and spins and tries to fit back into the wall and then when you fix it, it then retreats properly and flush with the wall.

Does anyone have any ideas on what animation sequence would fluently go from one of the error animations to closing into the wall? I have been looking at them but there are 200 of them.

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DaisyCutter
25 Posts
Posted May 08, 2011
Replied 16 hours later

DrummerB wrote:
In the logic_auto, don't you want to disable relay_close instead of the model? Maybe I'm just not understanding it completely.

You only need the close Relay if you want the panels to reset, Say a prop_floor_button, you might want the user to leave a cube on it to prevent them from triggering the panels and taking the cube with them.

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Avatar
DaisyCutter
25 Posts
Posted May 08, 2011
Replied 2 minutes later

Beer-Me wrote:
OnTrigger 'Name Of Model' SetDefaultAnimation makeramp_04open_idlend 0.01 No

That line is somewhat unnecessary. I don't need to use it with my panels.

Some animation sequences only have a forward animation and not a retracting one, any idea how to set the close animation the forward one and reverse it?

Simply change the names of the animations to suite your needs. It is worth spending a little time looking through all the sequences.