trying to make stairs with arm panels help

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harmeister
18 Posts
Posted May 17, 2013
I am trying to make a ramp like stairs with the arm panels using the rampa_stair##_up/down animations and I seemed to be misunderstanding this. In the puzzle creator there are the ramp stairs that you can just place down and be down. I tried doing that with the p2editor stairs instance and it never showed up in game. I then started to use the arm64x64_interior.mdl. I created a 4x2 structure with the arms and from the bottom is rampa_stair01_down_idle. Second row from the bottom is 02, third is 03, and the fourth row is 04. Now these are all very far apart so it looks more like somebody was drunk and doesn't know how to build things. However, that is a simile; I am not drunk or never have been.

I guess what I am trying to do is make it pop out of the floor and create a ramp to the next level of the puzzle. I am surely lost here.

Sincerely,
Harley Frank

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FelixGriffin
2,680 Posts
Posted May 17, 2013
Replied 33 minutes later
Any errors when it "doesn't show up"? The instance is bizarre and expensive but should work okay.
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harmeister
18 Posts
Posted May 17, 2013
Replied 54 minutes later
No errors, it just looks really far apart to be a ramp or stairs. Is there a way I can just like move it closer and still have it fit in the ground? Or do I have to add panels underneath them?

Sincerely,
Harley Frank

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User
630 Posts
Posted May 17, 2013
Replied 31 minutes later
Do you mean, that you place them correctly in hammer,but they are missaligned placed inGame?
Thats because you must turn at every panel the animation to "idle" (Under the tab "model")
and "Then" you place them.
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FelixGriffin
2,680 Posts
Posted May 17, 2013
Replied 13 minutes later
Can you post a screenshot?
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harmeister
18 Posts
Posted May 17, 2013
Replied 18 minutes later
Here is what is going on: http://www.mediafire.com/view/?jdauwiinmoyiimj

Sincerely,
Harley Frank

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Lpfreaky90
2,842 Posts
Posted May 17, 2013
Replied 1 hour later

harmeister wrote:
Here is what is going on: http://www.mediafire.com/view/?jdauwiinmoyiimj

Sincerely,
Harley Frank

the problem is that the pannel brushes don't know that they have to stick to the model.
In order to do that you have to have a logic_auto that sets the parent_attachment_maintain_offset to the appropriate attachment point. That'll tell them to stay linked to the proper part of the pannel.

For the name of the appropriate attachment point either look in the instance or browse in the model browser.

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iWork925
1,080 Posts
Posted May 17, 2013
Replied 1 hour later
cough panel_attach
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harmeister
18 Posts
Posted May 17, 2013
Replied 1 hour later
cough don't understand cough

Sincerely,
Harley Frank

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RectorRocks
522 Posts
Posted May 17, 2013
Replied 1 hour later

harmeister wrote:
cough don't understand cough

Sincerely,
Harley Frank

Panel func_brush properties:
Parent:

Logic_auto outputs:
OnMapSpawn -> -> SetParentAttachmentMaintainOffset -> panel_attach

If all else fails, use this instance:
Panel Stairs Instance

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iWork925
1,080 Posts
Posted May 18, 2013
Replied 11 hours later
And if that fails...

:stop_mapping:

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harmeister
18 Posts
Posted May 18, 2013
Replied 5 hours later
Wait, what are you guys talking about? If your telling me about the texture for the panels, then no I haven't added it yet. I was asking about making the ramps flush for a more smoother ride of the stairs.

Sincerely,
Harley Frank

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iWork925
1,080 Posts
Posted May 18, 2013
Replied 43 minutes later
I have no idea what you actually want. You seems to have trouble with everything. In case its something with the I/O: https://dl.dropboxusercontent.com/u/149 ... torial.png

Else if you having problems walking up the stairs, make an invisible brush that activates when the stairs do. That way you walk up the brush and not the stairs...

Look at sp_a1_intro_5 if you dont know how to do that.

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harmeister
18 Posts
Posted May 18, 2013
Replied 1 hour later
Ok I think I got it now. I have been messing around and I devised a way to make it work. I also have another question that relates to almost the same thing. In the PTI: you can place a lift platform and use it to however height you need it. I found the lift platform model in the p2editor instances files and was wondering how to use it. How do I trigger it to go up and down, and how height can it go.

If you haven't notice by now, I am rather new at this, but any help is much appreciated! :biggrin:

Sincerely,
Harley Frank

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RectorRocks
522 Posts
Posted May 18, 2013
Replied 5 hours later

harmeister wrote:
In the PTI: you can place a lift platform and use it to however height you need it. I found the lift platform model in the p2editor instances files and was wondering how to use it. How do I trigger it to go up and down, and how height can it go.

Place a func_instance and change its VMF Filename to instances/p2editor/lift_standalone.vmf

There will be the following variables:
$allow_auto_trigger - Auto trigger (I normally put 1***)
$connectioncount - Connection Count (I normally put 1***)
$start_up - *Start Up? (I normally put 0***)
$top_level - How high this will go, range from 128 units per value. (Desired***, if you want the lift to go up 2 128 units high, then put 2)
$bottom_level - How high should it start, range from 128 units per value. (**Desired***, if you want the lift to start at 1 128 units high, then put 1. If you want the lift to start at the floor, then put 0)

Format for above explanation:
Variable - Explanation (*Value***)

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harmeister
18 Posts
Posted May 18, 2013
Replied 38 minutes later
Ok so what do I link the trigger to?

Sincerely,
Harley Frank

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RectorRocks
522 Posts
Posted May 18, 2013
Replied 25 minutes later

harmeister wrote:
Ok so what do I link the trigger to?

OnTrigger -> instance:counter;Add

If you are using a button, replace OnTrigger with OnPressed and add another output:
OnUnPressed -> instance:counter;Subtract

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harmeister
18 Posts
Posted May 18, 2013
Replied 45 minutes later
Oh, thanks! Now if I follow the same method to attach a texture to an arm panel, will it work for the lift?

Sincerely,
Harley Frank

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RectorRocks
522 Posts
Posted May 18, 2013
Replied 27 minutes later

harmeister wrote:
Oh, thanks! Now if I follow the same method to attach a texture to an arm panel, will it work for the lift?

Sincerely,
Harley Frank

Nope. I don't think the lift have an attachment point.

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harmeister
18 Posts
Posted May 18, 2013
Replied 5 minutes later
Ok is there like a wall piston or something similar to a lift that has the same properties? Or is there like a 128x128 arm?

Sincerely,
Harley Frank