Input/Output tabs
by Naklajat (view all articles)

unrated
little how-to on the new way to link entities
by Naklajat (view all articles)

unrated

Hammer Editor 4 Input/Output Tab Tutorial
(note: this is not as much step-by-step as it is general how-to)
The input/output tabs in the HL2 version of Hammer confused me a little at first, but with a little playing around they emerged as an easy-to-use way of linking multiple entities. First is a list of the names and functions of the buttons in the tabs:
Outputs:
Mark - "Marks"(in other words selects) the entity affected by the currently selected output, and centers it in the 2D views.
Add - Adds a new blank output to the currently selected entity.
Copy - Copies the contents of the currently selected output to memory.
Paste - Creates a new output using the contents in memory.
Delete - Deletes the currently selected output.
The Inputs tab only has the "Mark" button, which goes to the entity that the currently selected input is coming from and centers it in the 2D views.
Most of the options after you add an output are pretty self-explanatory, and there are some different ones for different entities. All you have to do is add an output, select what triggers it, select what entity it affects and how it affects it.
For example: create a func_button named button01 and a door named door01. Go to the flags tab for door01 and check start locked. Add an output to button01 with these properties:
My output named = OnPressed
Targets entities named = door01
Via this input = Unlock
And there you have a door that must be unlocked by a button before it can be opened. There are much more complicated things you can do with the output/input tabs, and with a little bit of tinkering and work you can create large chains of events that both look and work great. The possibilities for a single button are immense, provided you link things together.
(note: this is not as much step-by-step as it is general how-to)
The input/output tabs in the HL2 version of Hammer confused me a little at first, but with a little playing around they emerged as an easy-to-use way of linking multiple entities. First is a list of the names and functions of the buttons in the tabs:
Outputs:
Mark - "Marks"(in other words selects) the entity affected by the currently selected output, and centers it in the 2D views.
Add - Adds a new blank output to the currently selected entity.
Copy - Copies the contents of the currently selected output to memory.
Paste - Creates a new output using the contents in memory.
Delete - Deletes the currently selected output.
The Inputs tab only has the "Mark" button, which goes to the entity that the currently selected input is coming from and centers it in the 2D views.
Most of the options after you add an output are pretty self-explanatory, and there are some different ones for different entities. All you have to do is add an output, select what triggers it, select what entity it affects and how it affects it.
For example: create a func_button named button01 and a door named door01. Go to the flags tab for door01 and check start locked. Add an output to button01 with these properties:
My output named = OnPressed
Targets entities named = door01
Via this input = Unlock
And there you have a door that must be unlocked by a button before it can be opened. There are much more complicated things you can do with the output/input tabs, and with a little bit of tinkering and work you can create large chains of events that both look and work great. The possibilities for a single button are immense, provided you link things together.