Elevator (Portal 2): Difference between revisions
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3) Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf" | 3) Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf" | ||
==Transition manager== | |||
4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf". This instance covers the transition for both the Arrival AND Departure elevators, but does not cover the vmf's for the departure elevator(read below) | 4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf". This instance covers the transition for both the Arrival AND Departure elevators, but does not cover the vmf's for the departure elevator(read below) | ||
You can set the videos on the elevators by setting the variables in this instance. | |||
===Exit elevator=== | ===Exit elevator=== | ||
5) To create the exit elevator, simply repeat steps 1-3 but instead of "arrival_elevator" you will choose "instances/turbine_elevator/departure_elevator_a4_logic.vmf" and "instances/turbine_elevator/departure_elevator_a4_base.vmf" both of which are located in the same folder. | |||
===Connection to map=== | ===Connection to map=== | ||
6) Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak! (Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.) | |||
{{note|You do not need a spawn point or a portal gun entity, the instances cover this. | {{note|You do not need a spawn point or a portal gun entity, the instances cover this. |
Revision as of 14:31, 21 May 2011
Elevators are used in Portal 2 to transition the player from level to level. They are not to be confused with the Disassembler, which took the players from level to level in coop.
Adding elevators to a map
Entrance elevator
1) Select the entity tool, create a func_instance, and give it the name "Arrival_Elevator" and the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"

2) To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original.


3) Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"
Transition manager
4) Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf". This instance covers the transition for both the Arrival AND Departure elevators, but does not cover the vmf's for the departure elevator(read below)
You can set the videos on the elevators by setting the variables in this instance.
Exit elevator
5) To create the exit elevator, simply repeat steps 1-3 but instead of "arrival_elevator" you will choose "instances/turbine_elevator/departure_elevator_a4_logic.vmf" and "instances/turbine_elevator/departure_elevator_a4_base.vmf" both of which are located in the same folder.
Connection to map
6) Your elevator is almost complete, now you will notice that at the middle of it, is a hallway looking extension. This is the hall where you will spawn into, you must seal off the "NoDraw" texture surrounding the hallway or the map will show a leak! (Note: You do not have to box the entire elevator, just seal off the NoDraw at around the exit hallway.)

Now your elevator is complete, congratulations!