Getting the Portal Gun pedestal to move [Solved!]

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Wsterfury
11 Posts
Posted May 25, 2011
Hi, everybody!

Still fairly new at this whole Hammer business, but I've got a pretty good grasp on both how to use the program and what to do for the contest.

I'd like to open up the map by giving the player a portal gun with the pedestal it was on in the original game (pedestal_center_reference and pedestal_base_reference). What I'd like to have happen is for the pedestal itself to rise out of the base after the player hits a trigger. How would one go about doing something like that? Would it be a func_movelinear, and if so would I have to tie that to a path_track?

Thanks for reading (and potentially helping!)

Picture for reference, if that helps at all: http://imgur.com/LWwrz (yeah I know the textures are horrible, the map's not fully built yet.)

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msleeper
4,136 Posts
Admin
Posted May 25, 2011
Replied 3 minutes later
A func_door would be sufficient for the raising. Say you have a 32x32x8 flat brush as the floor where the pedestal is. Make that into the func_door. Then parent your models and the portalgun to the door. You can then use a trigger_once to make the door "open" which would make it raise up.
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Wsterfury
11 Posts
Posted May 25, 2011
Replied 11 minutes later
Hooray!

That seems to have done the trick, thanks a bunch. :>

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Croolsby
29 Posts
Posted May 27, 2011
Replied 1 day later
What determines how much a func_door moves?
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NocturnalGhost
200 Posts
Posted May 27, 2011
Replied 1 hour later
The amount it moves is determined by it's size. The wiki explaination is "It always opens far enough that it does not occupy the space it spawned in." So, if you had a 64 unit high func_door that opened upwards, it would move up by 64 units.

You can make it move less or more than this amount by adjusting the "lip" field to a positive or negative number.