Ricochet Level Creation/Teleporter: Difference between revisions
		
		
		
		
		
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Revision as of 08:03, 2 April 2012
File:Ricochet teleporter ingame.jpg  
Teleport ingame screenshot
File:Ricochet teleporter done.jpg  
Teleport in Hammer
File:Ricochet teleporter.png  
Teleport shape
The example of teleport can be found on rc_arena map.
- Make 288"-wide space in deflector.
 - Create brushes as showed on image.
 - Paint all sides with STRIP1A texture.
 - Rotate textures on corners 45°, then click Justify: B (Bottom) on face properties window.
 - Place info_target entity on left and right sides of deflector, call it with different names.
 - Place 2 env_beam entities in random places:
- First env_beam:
- Start Entity: first info_target
 - Ending Entity: second info_target
 - Render FX: Normal
 - Brightness: 200
 - Beam color: 223 0 255
 - Radius: 256
 - Life: 1
 - Width of beam: 8
 - Amount of noise: 30
 - Sprite name: sprites/laserbeam.spr
 - Texture scroll rate: 35
 - Strike again time: 1
 
 - Second env_beam:
- Start Entity: first info_target
 - Ending Entity: second info_target
 - Render FX: Normal
 - Brightness: 100
 - Beam color: 223 0 255
 - Radius: 256
 - Life: 1
 - Width of beam: 128
 - Amount of noise: 30
 - Sprite name: sprites/laserbeam.spr
 - Texture scroll rate: 35
 - Strike again time: 1
 
 
 - First env_beam:
 - Add info_teleport_destination. Head must "look" to same side as teleporter.
 - Fill teleport area with trigger_teleport. Set another info_teleport_destination as target.
 - Rotate teleporter same as deflector.
 - Make same actions with opposite teleporter.
 
The teleporter is attached to deflector.