Tutorial: Unpluggable TV Last edited 4 years ago2019-04-23 08:30:10 UTC

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What is it?

This effect was used in a fun way in the original game. An unpluggable TV is a TV that first shows a scene taken from a camera (entity) that you've placed. When you pick up the TV and drag it a certain distance away from its original spot, the plug will come out of the wall and the TV will switch off.

Setting up the TV

First, you should create something for the TV to sit on, either a brush-based object, or a prop of some sort (prop_physics or prop_static).

Now we need our TV. Place a prop_physics into the map and select a TV model (for this example, we shall use "models/props_c17/tv_monitor01.mdl", but you are free to find other ones if you wish). Give the newly created prop a name (something simple, like "TV"). Make sure you align the TV to the table or surface you made previously.
TV on a tableTV on a table
Now, create a brush inside the TV. Turn it into a func_brush (select the brush, "ToEntity") and give it a name (TV_screen). Make sure you also input the name of the model into the Parent field (in this case, "TV"). When creating the brush, make sure it fits into the area of the model that's defined for a screen, otherwise you'll have an overly large (or small) screen. Make sure you give this brush a texture for the front section: the rest of the brush can be textured (and I recommend it) in nodraw. I used dev_tvmonitor1a, but you can search for one you like in the texture browser. The difference between the textures is the different effects they have: a list of them can be found here.
Aligned brushAligned brush
When you have done that, make another brush inside the TV and place it behind the first one. It may be simpler to simple clone the first brush. After you've done this, apply a black texture to it. Turn it into a func_brush with the parent "TV". You are now done with the TV itself.

Now, onto the cable system. Place a keyframe_rope at the back of the TV, like this:
keyframe_ropekeyframe_rope
Name it "tv_plug and give it the parent "TV". You may also want to alter the thickness of the rope, as the default setting may be too thick. Change it to one to get a nice, thin cord.

Now, make a small brush on a wall that we will use as a socket. You can also use a model as a socket. If you make a brush, turn it into a func_brush and name it "socket". If you use a model, simply name it "socket"

When you have done that, put a move_rope in front of the socket and name it "cable". In its properties, set the next keyframe as "tv_plug"
When you're done with that, create a phys_lengthconstraint and set these properties:

Entity 1: socket
Entity 2: TV
Additional length: 32
Play sound on break: Breakable.Computer
Force limit to break (lbs): 50

Keep in mind that it doesn't matter where the entity, as well as the fact that you can easily adjust these settings to suit your own needs. You could create a longer cord if you wanted, as well as a higher force limit to make it more difficult to unplug.

Now, we need to set up some outputs for the phys_lengthconstraint. Set it up like this:
OutputsOutputs
When you're done with this, you should have something like this:
FinalFinal

Setting up the camera

Now for the easy part: setting up the camera.

Make a new room somewhere in the map. Put whatever you want to be on the TV screen in that room and then place a point_camera facing the object(s) you want to be shown on the TV. You can put anything: models and brushes will show up, as well as lighting and all the effects. Name the point_camera "cam01".

Now we need to connect the camera to our screen. To do this, simply add an info_camera_link and set it up like this:

Name: cameralink
Entity whose material uses rt_ca..: tv_screen
Camera: cam01

Now you're set! Compile and run the map. Simply pick up the TV using E and walk backwards from the plug. The rope will stretch to a certain amount and the connection will sever, removing the image that was on the screen.

5 Comments

Commented 16 years ago2008-02-28 18:00:52 UTC Comment #100739
Win!
Commented 14 years ago2009-08-31 01:51:02 UTC Comment #100740
If you put a func_breakable_surf in front of the screen and parent it to the TV, and make its target on break kill the TV screen, it adds even more realisim, as you can shoot the screen out.
I look forward to using this someday, Its really well written and I know what to do by reading it.
Commented 14 years ago2010-03-28 01:55:08 UTC Comment #100741
point_camera doesn't exists in CS:Source ??? :////
Commented 7 years ago2016-04-08 22:33:02 UTC Comment #100742
@Xale

I don't think it does ;(
Commented 7 years ago2016-07-13 20:31:51 UTC Comment #100743
@Xale

Hold on, it actually does, I tested it :D

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