03/19/98 Switches

1. Force field button

Notes: A "console" panel with a collapsing "keyboard" type button
       (40 x 40 x 18). Similar to Id's design for the force field
       doors in the detention center levels.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_button

Textures: e1u3/butn01_1 for the console
          e1u2/basic1_8 for the console frame
          e1u3/+0butn1 for the keyboard button

_________________________________________________________

2. Console button

Notes: A "console" panel with a collapsing "keyboard" type button
       (40 x 56 x 18). Sort of a variation on the Force field
       button theme.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_button

Textures: e1u2/+0butn4 for the console
          e1u2/basic1_8 for the console frame
          e1u3/+0butn1 for the keyboard button

_________________________________________________________

3. Floor button 1

Notes: A floor button with an animated texture (32 x 32 x 8).
       The edges of the button blink blue when idle and red
       when pressed. Similar to Id's design found near the end
       of the first detention center level (jail1.bsp).

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_button

Textures: e1u1/floorsw0 for the button
          e2u1/btf_off for the floor base

_________________________________________________________

4. Floor button 2

Notes: A floor button with an animated texture (32 x 32 x 8).
       The edges of the button blink red when idle and blue
       when pressed. Similar to Id's design found near the end
       of the first detention center level (jail1.bsp).

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_button

Textures: e1u1/floorsw2 for the button
          e2u1/btf_off for the floor base

_________________________________________________________

5. Breaker switch

Notes: A "breaker" type switch with an animated "pilot light"
       slave button and special effects (32 x 26 x 14). The pilot
       light blinks red when idle, depresses slightly when the
       main "arm" is actuated and blinks green as long as the arm
       is down. Additional sound and sparks added to enhance
       realism. Similar to the one found in one of Id's levels
       (don't remember which one). You can use either the main
       arm or pilot light's target key to trigger events with
       this switch since there is no time delay between them.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_button (2), target_speaker, target_splash (2)

Textures: e1u1/doorswt0 for the breaker "circuit" background
          e1u1/wbasic1_7 for the breaker circuit frame
          e1u1/doorswt0 and e1u1/btactmach2 for the pilot light
          e1u2/basic1_3 and e1u2/basic1_8 for the breaker arm
          e1u2/basic1_2 for the breaker arm cradle

_________________________________________________________

6. Wheel switch

Notes: A "valve" type rotary switch with an animated texture on
       the center hub and modified sound (32 x 32 x 16). The speed
       of rotation of the wheel was adjusted to syncronize with
       the duration of the custom sound. Also, a trigger_multiple
       brush which extends about 2 map units from the front of the
       wheel was added. This triggers the func_door_rotating entity
       which constitutes the wheel itself. The reason for this is
       that touch type rotating doors sometimes generate a "touch
       field" that is much larger than their own size when their
       brushes are relatively small as is the case here. The
       consequence of this is that the wheel can be actuated
       from such a large distance that it looks like you're still
       20 feet away from it when it triggers. By using a trigger
       brush, you can control how close the player has to be to the
       rotating door to actuate it. Similar to the ones found in
       several of Id's levels (don't remember which ones). You can
       use either the trigger or the door's target key to trigger
       events with this switch.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_door_rotating, target_speaker, trigger_multiple

Textures: e1u2/basic1_8 for the wheel hub fixed back plate
          e3u2/hbut1_1 and e1u1/wbasic1_7 for the wheel hub
          e1u2/basic1_8 for the rest of the wheel
          e1u1/origin for the origin brush
          e1u1/trigger for the trigger brush

_________________________________________________________

7. Lever switch

Notes: A lever type rotary switch with an animated texture on
       the "handle" part of the arm (44 x 64 x 48). A trigger_multiple
       brush which extends about 10 map units from the front and
       back of the lever was added to trigger the func_door_rotating
       entity which constitutes the lever itself. The reason for this
       is that touch type rotating doors sometimes generate a "touch
       field" that is much larger than their own size when their
       brushes are relatively small as is the case here. The
       consequence of this is that the lever can be actuated
       from such a large distance that it looks like you're still
       20 feet away from it when it triggers. By using a trigger
       brush, you can control how close the player has to be to the
       rotating door to actuate it. Similar to the ones found in
       several of Id's levels (don't remember which ones). You can
       use either the trigger or the door's target key to trigger
       events with this switch.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_door_rotating, trigger_multiple

Textures: e1u1/florr1_5 for the floor plate
          e1u2/basic1_8 for the lever frame
          e1u1/wbasic1_4 for lever arm
          e1u1/lever8 for the handle part of the lever
          e1u1/origin for the origin brush
          e1u1/trigger for the trigger brush

_________________________________________________________

8. Exploding fuse switch

Notes: An "exploding fuse" type switch made from a func_explosive
       with a pulsing light effect (16 x 16 x 96). The reason for
       using 2 timers, 2 lightramps and 2 trigger relays instead of
       just one of each is to make sure that the light itself turns
       off completely when the fuse is blown (trust me, I had no
       choice). This took a bit of tweaking to get it to do what I
       wanted. In any case, they won't burden your compilation time
       or frame rate because they're not solid entities (only one
       light entity) and give you a cool and reliable effect in
       return so that's why I figured they are worth adding. You can
       use the func_explosive or either trigger_relay's target key
       to trigger events with this switch.

Prefab type: Quake 2

Editors used: WC v1.6 and qED v2.0

Entities: func_explosive, func_timer (2), target_lightramp (2),
          light, trigger_relay (2)

Textures: e1u2/comp2_1 for the fuse holder
          e1u1/redkeypad for the fuse

_________________________________________________________


Build time: spread over several days

Files: You should have: switches.txt (this file)
                        forcefield button.qgp (Force field button)
                        console button.qgp (Console button)
                        floor switch 1.qgp (Floor button 1)
                        floor switch 2.qgp (Floor button 2)
                        breaker switch.qgp (Breaker switch)
                        wheel switch.qgp (Wheel switch)
                        lever switch.qgp (Lever switch)
                        exploding fuse.qgp (Exploding fuse switch)


Author: EutecTic (jfgrol@cam.org)

Credits: Matt Tagliaferri, the creator of qED, Valve Software for
         Worldcraft and Id software, the creators of Quake 2.

Legal stuff: This prefab can be used and modified to make maps
             and new prefabs at will provided that it's
             redistributed for free. Oh yes,... a little credit
             is always appreciated ;)
