Creating a security camera: Difference between revisions

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{{Underlinked|date=January 2024}}
{{DISPLAYTITLE: Portal - Tutorial - Security Camera}}
{{lang|Creating a security camera}}
{{Morescreenshots}}
{{back | Portal Level Creation}}
As you have most likely noticed, scattered about the Aperture Science facility are cameras which follow you and are detachable from the wall by placing a portal behind them. Using this tutorial you can put them in your map.
As you have most likely noticed, scattered about the Aperture Science facility are cameras which follow you and are detachable from the wall by placing a portal behind them. Using this tutorial you can put them in your map.


==Creating the model==
== Creating the model ==
1. Choose the Entity Tool '''(Shift + E)''' and in the dropdown box, select {{ent|npc_security_camera}}. Then simply place the camera where you want it placed on the map.
# Choose the Entity Tool '''(Shift + E)''' and in the dropdown box, select {{ent|npc_security_camera}}. Then simply place the camera where you want it placed on the map.
# Give it a name like "cam1" and set the World Model to '''models/props/security_camera.mdl'''.


2. Give it a name like "rm1_camera1" and set the World Model to '''models/props/security_camera.mdl'''.
== Making it fall ==


==Making it fall==
''The following is only necessary if you have placed the camera on a wall where portals can be created.''
[[image:Portal camera tutorial1.jpg|thumb|right|200px|Create the brush just at the base.]]
1. Create a brush using the '''tools/toolstrigger''' material. This brush should just cover the base of the camera where it connects to the wall. (Making it too large will cause your camera to fall off even when the portal doesn't touch it.)


2. Make this brush a {{ent|func_portal_detector}}.
# Create a <code>4w*4l*2h</code> brush using the '''tools/toolsinvisible''' material. This brush should just cover the base of the camera where it connects to the wall. (Making it too large will cause your camera to fall off even when the portal doesn't touch it.)
# Make this brush a {{ent|func_portal_detector}}.
# Under Output add the following:


3. Under Output add the following:
Outputs Placed in the trigger:
{| class=standard-table
|+Object outputs: func_portal_detector
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
|-
| [[File:Io11.png]] || OnStartTouchLinkedPortal || cam1 || Ragdoll || <none> || 0.00 || Yes
|}


== Conclusion ==
The camera will automatically follow the player around and when a portal is put behind it, fall to the ground. It also automatically leaves a mark on the wall where it was. You can also have it trigger a scene by GlaDOS if you follow [[Making_GLaDOS_speak|this tutorial]].


Outputs Placed in the trigger:
== See also ==
<table>
* [[Portal Level Creation]]
<tr>
<th>Prefix</th>
<th>Location</th>
</tr>
<tr>
<td><code>Name</code></td>
<td>OnStartTouchLinkedPortal</td>
</tr>
<tr>
<td><code>Target Entity</code></td>
<td>(whatever you named the {{ent|npc_security_camera}})</td>
</tr>
<tr>
<td><code>Target Input</code></td>
<td>Ragdoll</td>
</tr>
<tr>
<td><code>Delay</code></td>
<td>0.00</td>
</tr>
<tr>
<td><code>Fire Only Once</code></td>
<td>Yes</td>
</tr>
</table>


==That's all!==
[[Category:Portal]]
The camera will automatically follow the player around and when a portal it put behind it, fall to the ground. It also automatically leaves a mark on the wall where it was. You can also have the {{ent|func_portal_detector}} trigger a {{ent|logic_choreographed_scene}} to have GLaDOS make one of her witty remarks.
[[Category:Level Design]]
[[Category:Tutorials]]

Latest revision as of 17:52, 19 April 2025

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January 2024
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Portal Level Creation

As you have most likely noticed, scattered about the Aperture Science facility are cameras which follow you and are detachable from the wall by placing a portal behind them. Using this tutorial you can put them in your map.

Creating the model

  1. Choose the Entity Tool (Shift + E) and in the dropdown box, select npc_security_camera. Then simply place the camera where you want it placed on the map.
  2. Give it a name like "cam1" and set the World Model to models/props/security_camera.mdl.

Making it fall

The following is only necessary if you have placed the camera on a wall where portals can be created.

  1. Create a 4w*4l*2h brush using the tools/toolsinvisible material. This brush should just cover the base of the camera where it connects to the wall. (Making it too large will cause your camera to fall off even when the portal doesn't touch it.)
  2. Make this brush a func_portal_detector.
  3. Under Output add the following:

Outputs Placed in the trigger:

Object outputs: func_portal_detector
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouchLinkedPortal cam1 Ragdoll <none> 0.00 Yes

Conclusion

The camera will automatically follow the player around and when a portal is put behind it, fall to the ground. It also automatically leaves a mark on the wall where it was. You can also have it trigger a scene by GlaDOS if you follow this tutorial.

See also