Ricochet Level Creation/Jump arrow: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(badly moved multipage)
 
(26 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Back|Ricochet Level Creation}}
{{LanguageBar|title = Ricochet Level Creation/Jump arrow}}
The main rule of [[Ricochet]]: there is no jump key. But players must jump from [[Ricochet Level Creation/Pad|pad]] to pad. Jump arrows is the way to jump.
 
== General jump arrow ==
Players in Ricochet can only jump using jump arrows and jump pads.
# Cut zone where you will attach jump arrow off pad using Clipping Tool or Vertex Tool.
== Jump arrow ==
# Create 80x32x64 block at removed zone. Rotate block if required.
# Cut the area where you what to attach jump arrow at off pad using the Clipping Tool. Paint the clipped face with <code>SKY</code> texture.
# Make pyramid off new block using Vertex Tool. It will be better if you make pyramid in 3D view because you may move vertexes from back side of block and it will cause invalid brush structure.
# Create 80x36 16 units tall block and make it <code>[[func_wall]]</code>. Cover it in <code>NULL</code> texture.
# Remove top half of pyramid using Clipping Tool.
# Make pyramid off new block using the Vertex Tool, as shown in the Stage 3.
# Paint top and bottom sides with <tt>+0ARROW1</tt> texture. Rotate texture to same direction as brush, then click Fit on texture application window. Paint left and right sides with <tt>+0SQUARE1</tt> texture with 180° rotation and Fit button clicked.
# Remove the top half of the pyramid using the Clipping Tool.
# Place <tt>trigger_jump</tt> brush entity above jump arrow. Set <tt>info_target</tt> from target pad or target pyramidal jumppad as Target keyvalue.
# Paint top and bottom sides with <code>+0ARROW1</code> texture. Rotate texture to same direction as brush and press Fit and C on texture application window. Paint left and right sides with <code>+0SQUARE1</code> texture with 180° rotation and Fit button pressed.
# Place <code>trigger_jump</code> brush entity above jump arrow. Set <code>[[info_target]]</code> of the target pad or jump pad as Target keyvalue, and Height to the height difference between two pads, usually 128.
# Rotate the arrow and trigger and attach them to pad.
<gallery>
<gallery>
Image:JumpArrow1.png|Stage 1
File:JumpArrow1.png|Stage 1
Image:JumpArrow2.jpg|Stage 2
File:JumpArrow2.jpg|Stage 2
Image:JumpArrow3.jpg|Stage 3
File:JumpArrow4.jpg|Stage 3
Image:JumpArrow4.jpg|Stage 4
File:JumpArrow5.jpg|Stage 4
Image:JumpArrow5.jpg|Stage 5
File:JumpArrow6.jpg|Stage 5
Image:JumpArrow6.jpg|Stage 6
</gallery>
</gallery>


== Pyramidal jump arrow ==
== Jump pad ==
# Create 112x32x96 block. On <tt>rc_deathmatch1</tt> the block placed at 72" above deflector. Rotate the block.
# Create 112x32x96 block. Place it 96" above platform.
# Make pyramid off block.
# Make a pyramid off the block.
# Paint pyramid sides with <tt>+0ARROW1</tt> texture, back side with <tt>BLACK</tt> texture.
# Paint pyramid sides with <tt>+0ARROW1</tt> texture, back side with <tt>BLACK</tt> texture. Make it <code>[[func_wall]]</code>.
# Put <tt>info_target</tt> and <tt>trigger_jump</tt> at the spike. Set <tt>info_target</tt> from target pad as <tt>trigger_jump</tt>'s Target keyvalue.
# Put <tt>info_target</tt> and {{ent|trigger_jump_(GoldSrc)|alt=trigger_jump}} at the spike. Set <tt>info_target</tt> from target pad as <tt>trigger_jump</tt>'s Target keyvalue.
# Rotate the arrow and trigger.
<gallery>
<gallery>
Image:PyramidArrow1.jpg|Stage 1
Image:PyramidArrow1.jpg|Stage 1
Line 28: Line 30:
Image:PyramidArrow4.jpg|Stage 4
Image:PyramidArrow4.jpg|Stage 4
</gallery>
</gallery>
[[Category:Level Design Tutorials]]
[[Category:Level Design]]
[[Category:Ricochet]]
[[Category:Ricochet]]

Latest revision as of 10:43, 12 July 2024

English (en)Русский (ru)Translate (Translate)

Players in Ricochet can only jump using jump arrows and jump pads.

Jump arrow

  1. Cut the area where you what to attach jump arrow at off pad using the Clipping Tool. Paint the clipped face with SKY texture.
  2. Create 80x36 16 units tall block and make it func_wall. Cover it in NULL texture.
  3. Make pyramid off new block using the Vertex Tool, as shown in the Stage 3.
  4. Remove the top half of the pyramid using the Clipping Tool.
  5. Paint top and bottom sides with +0ARROW1 texture. Rotate texture to same direction as brush and press Fit and C on texture application window. Paint left and right sides with +0SQUARE1 texture with 180° rotation and Fit button pressed.
  6. Place trigger_jump brush entity above jump arrow. Set info_target of the target pad or jump pad as Target keyvalue, and Height to the height difference between two pads, usually 128.
  7. Rotate the arrow and trigger and attach them to pad.

Jump pad

  1. Create 112x32x96 block. Place it 96" above platform.
  2. Make a pyramid off the block.
  3. Paint pyramid sides with +0ARROW1 texture, back side with BLACK texture. Make it func_wall.
  4. Put info_target and trigger_jump at the spike. Set info_target from target pad as trigger_jump's Target keyvalue.
  5. Rotate the arrow and trigger.