Wheelvalve

== HOW TO MAKE A WHEELVALVE TURN (OPEN AND CLOSE) ==
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Introduction
During the game, players will encounter various scenarios, where they will need to turn a pipe (wheelvalve) on and/or off to achieve an effect or desired progress in the game. This page will describe steps on how to build a functional wheelvalve prop for a custom map, where:
*The Player can +USE the valve object and it will turn (to open position).
*The Player can repeat the +USE action and the valve object will toggle back (to closed position)...OR...
*With the Toggle (Disable Auto Return) Flag un-checked, the valve object will automatically return to closed position.
== REQUIRED ENTITIES AND OBJECTS ==
1) MOMENTARY_ROT_BUTTON (This is a brush-model entity.) 
:a) Create a new texture brush on your map. 
:b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity. 
:c) Set the entity's class as a momentary_rot_button. 
:d) Name the entity as "FM1" 
:e) Select and apply the brush-texture: "Invisible" to the entity. 
:f) For vertical position of the valve, set the following flags:
::*Not Solid Checked 
::*Toggle Unchecked (optional) 
::*X Axis Checked 
::*Y Axis Checked 
::*Use Activates Checked 
:g) For Horizontal position of the valve, set the following flags:
::*Not Solid Checked 
::*Toggle Unchecked (optional) 
::*Use Activates Checked 
2) PROP_DYNAMIC (This is a point entity (Wheelvalve prop).) 
:a) Place a new prop_dynamic entity on your map.
:b) Choose and select its world model skin from one of the following, as: 
::*[models\props_pipes\valvewheel001.mdl]
::*[models\props_pipes\valvewheel002.mdl]
::*[models\props_pipes\valvewheel002a.mdl] --- Note: This model is larger.
:c) Name the entity as "W1" 
:d) Select its Parent as [Func_for_Valve] 
3) PROP_STATIC (This is a point entity (Pipe-valve prop)) 
:a) Place a new prop_static entity on your map. 
:b) Choose and select its world model skin from one of the following, as: 
::*[models\props_pipes\valve001.mdl] --- Note: Best if used with the larger wheelvalve model.
::*[models\props_pipes\valve002.mdl] 
:c) Naming this entity is not required 
== SET INPUTS/OUTPUTS (I/O)==
1) Set the following output trigger(s) in the (FM1) brush's I/O. 
==PLACE, ALIGN AND GROUP THE OBJECTS ==
Follow these steps:
*Center the origin of the prop_static entity (pipe system).
*Place the prop_dynamic entity "W1" into the desired position on the pipe system.
*Set the desired Pitch Yaw Roll (Y Z X ) values for entity "W1". 
*Center the origin for "W1".
*Align "W1"'s origin with the prop_static's origin as close as possible.
*Place the momentary_rot_button brush entity "FM1" over "W1", making sure that "FM1" completely encloses "W1". Allow enough extension of "FM1" for the player to touch it. 
*Center the origin for "FM1".
*Align "FM1"'s origin with "W1"'s origin as close as possible. 
*Set the (Y) value for "FM1" equal to the (Y) value of "W1". (Note; If you move and/or re-orient these objects to a different position in the map, repeat this step.)
*Group all the objects. (You can also save the finished group as a pre-fab) 
== NOTES == 
Also see paragraph on Exploiting Origin in:
* WORKING WITH AXIS, ORIENTATION AND ORIGIN
--The PaperDog 05:57, 15 March 2009 (UTC)