Creating a portal/object fizzler: Difference between revisions

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(Merge Creating a portal/object fizzler)
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{{otherlang2|fr=Creating a portal/object_fizzler:fr|ru=Creating a portal/object_fizzler:ru}}
#REDIRECT [[Emancipation Grill]]
 
[[File:Gear testchmb 010000.jpg|thumb|350px|The fizzler in-game.]]
 
This wall of particles destroys any objects that come in contact with it and closes any portals that have been opened by the player.
{{Warning|If a player dies inside this entity, even if they are filtered out of it, the game will crash!}}
 
== Step 1 ==
 
First thing is first, due to the sheer size of the fizzler you might need to create an appropriate sized doorway to construct the fizzler in. However there are about three known particle effects that exist for this effect. Those three effects are:
 
* '''portal_cleanser''' - The normal sized fizzler effect, however it is the only known one that exists.
* '''Cleanser_edge_1''' - A larger more messy effect, that is used for larger fizzlers, mainly this effect is only to be used at the fizzler's source.
* '''Cleanser_edge_2''' - Similar to Cleanser_edge_1 but goes out farther and is probably intended for extremely larger fizzlers.
 
== Step 2 ==
[[Image:Trigger portal cleanser.JPG|thumb|right|250px|Adding the fizzler holders.]]
The first thing that needs to be created is the doorway that will act as the fizzler holder. You can also use a prop for this effect as well, however for the purpose of this tutorial a model will be used.
 
{{Note|You can make a fizzler any size you want for your map, it will just require more [[info_particle_system]] entities.}}
 
The available props for this is:
* '''models/props/portal_cleanser_1.mdl'''
 
To use as a base we need to create a [[trigger_portal_cleanser]], which in size should be ''124x128''. Note that this is the base size for a '''normal sized''' fizzler. Also the trigger should be just about '''2''' Units thick.
 
Go ahead and name it if you want, that way you can keep track of how many you might have.
 
{{Note|Don't forget to check "flags" to make sure '''Clients''' and '''Everything''' are selected. However if you don't want it to emancipate objects that pass through it, un-check ''Everything''.}} {{clr}}
 
== Step 3 ==
[[Image:Portal trigger Top.PNG|thumb|right|250px|The Top View.]]
Next is to make a [[prop_static]] with the world model of: '''models/props/portal_cleanser_1.mdl'''. Go ahead and clone it '''(Shift+Drag)''' and rotate the cloned prop to make it appears as in the picture above.
 
You are free to line up everything you have so far directly in a straight line, or you can change it to your liking.
 
Now there is one last thing to be done.{{clr}}
 
== Step 4 ==
[[Image:Portal Cleanser Final.PNG|thumb|right|250px|Adding an [[info_particle_system]] entity.]]
The last thing to put in is a [[info_particle_system]] entity, with the ''particle system name'' Property set to: '''portal_cleanser'''. Last to do is to make sure it aligns with your trigger right directly in the center of the brush itself.
 
Make sure to also have the particle effect start active.{{clr}}
 
== Theory ==
[[Image:Gear testchmb 010000.jpg|thumb|right|250px|The Final Product.]]
And thats it, now you're all done! Compile with vvis and vrad enabled and anything that walks through the fizzler should now automatically be fizzled. Good Luck.{{clr}}
 
== Special Note ==
 
If you have a box dropper that you want to spawn a new box if the player destroys hers in a fizzler, you can use the output ''OnDissolveBox'', but '''only if your box prop_physics has the world model "models/props/metal_box.mdl" and/or is named box.{{Note| This needs to be tested.}}'''.
Since this can be limiting in certain conditions, the alternate solution is to make 2 trigger_portal_cleanser brushes, 1 unit thick right next to each other and use the output ''OnDissolve'' rather than ''OnDissolveBox''. Create 2 filters, one that ''accepts'' the box name(s) you want, and one that ''rejects'' the box names you want. Apply one filter to one of your trigger_portal_cleanser, and the other filter to your other trigger_portal_cleanser. In this manner, one trigger_portal_cleanser will only handle you boxes dissolve, and the other will handle other physics objects, and portal fizzling.
 
== See also ==
* [[Portal Level Creation]]
 
[[Category:Level Design Tutorials]]
[[Category:Portal]]

Revision as of 09:16, 6 July 2018

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