Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him.

Report article RSS Feed An Introduction To Dynamic Props

This will teach you how to create a Combine Door open without using Complex Brush Work

Posted by True_Life on Mar 6th, 2010
Intermediate Mapping/Technical.

Today I shall Teach You How to create a Very simple yet very effective dynamic prop that will dramatically enhance the look and feel of your level. First of all though, Lets just have a quick look of what we will be creating today.


This is a very simple process and it will add a lot of detail to your map and make it seem more realistic

Step 1: To start of with you need to create a room, Or if you are adding this to an existing level, The Room must be bigger than 192 units high and 190 Units Wide, If it is not then you might find that the door will enter the walls or floor


Step 2: Then you need to create a prop_dynamic, This will be our Door, Next you need to set the world model, In the model viewer that can be accessed by clicking "browse" on the World Model Field. In the search box type in "combine_door" [without quotation marks] there should be only one result so choose it

 
Step 3: most importantly; You need to give your dynamic prop a name by typing a name into the appropriate field, I have called mine Fred. This is all that needs to be done to the Dynamic prop, All we need now is a trigger system to open it.


Step 4: Create a brush just in front about 100 units away from the door, apply the "trigger" texture to the brush so it does not show up in game. Then select the brush you have just created and press "CTRL + T" this will turn the brush into an brush-based entity. from the drop-down menu that appears when you press "CTRL + T" select "Trigger_once"


Step 5: Now go to the output tab of the Trigger_once you have created and add the following output "ON TRIGGER > FRED > SET ANIMATION > OPEN" no delay and trigger only once


And thats it, When the player touches the trigger_once the door will now play the opening animation. If you want he door to play a different animation [close for example] then select you dynamic prop and the goto the "model" tab, In the drop down menu you can see a list of all the animations that that particular model contains


If you want it to play one of those animations then  copy the animation name and the paste it into the "parameter" section of the output on the trigger_once we created.

Thank you and I Hope You Enjoyed This Tutorial

Post comment Comments
ninjadave
ninjadave Mar 7 2010, 12:32am says:

For some reason I thought this was 'dynamically placed props'.
Wouldn't 'interactive props' make more sense?

Strictly preference anyways.
This is a good tutorial, thanks for adding it.

+3 votes     reply to comment
BlabVoid
BlabVoid May 31 2010, 10:16am replied:

It's dynamic props because there's an entity named prop_dynamic which is for animated props.

+3 votes     reply to comment
LORDDEREX
LORDDEREX Mar 7 2010, 5:04am says:

good tutorial!

+2 votes     reply to comment
leon.ladisic
leon.ladisic Mar 7 2010, 7:02am says:

I stopped reading when you named the door fred.

+1 vote     reply to comment
True_Life
True_Life Mar 7 2010, 3:15pm replied:

I think fred is actually quite a good name for a door

+6 votes     reply to comment
xingped
xingped Mar 7 2010, 8:13am says:

Now here's an extended question - how do you create a dynamic prop that contains those extended animations built in so all you have to do to put the dynamic prop in the game with that animation is follow this guide?

+1 vote     reply to comment
timstro59
timstro59 Mar 7 2010, 12:02pm says:

cool.

+1 vote     reply to comment
Maury
Maury Jun 2 2010, 3:49pm says:

Awesome Tutorial. Thanks

+1 vote     reply to comment
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