Creating a portal/object fizzler: Difference between revisions

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Once you're all done it should look somewhat like this in game:
Once you're all done it should look somewhat like this in game:


And thats it, now you're all done! Good Luck.
And thats it, now you're all done! Anything that walks through it should now automatically be fizzled. Good Luck.

Revision as of 20:02, 16 November 2007

Introduction

This item is used to destroy any objects that come in contact with it, and also to fizzle open existing portals. So to here is how to add it towards your map.

Step 1

First thing is first, due to the sheer size of the Fizzler you might need to create an appropriate sized doorway top construct the Fizzler in. However there are about two known particle effects that exist for this effect. Those two 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.

Step 2

Alright the first thing that needs to be created is the doorway that will act as the fizzler holder, however you can also use a prop for this effect as well, however for the tutorial a model will be used for basics.

Note.pngNote: You can make a fizzler any size you want for your map, it will just require alot more info_particle_system entity's.

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.

Trigger portal cleanser.JPG

Go ahead and name it if you want that way you can keep track of how many you might have.

Step 3

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.

Next is to line every you have so far up, directly in a straight line, or of course you can change it to your liking.

It should look a bit like this in your map:

The Top View.

Now there is one last thing to be done.

Step 4

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.

It should look all like this in Hammer:

Portal Cleanser Final.PNG

















Theory

The Final Product.

Once you're all done it should look somewhat like this in game:

And thats it, now you're all done! Anything that walks through it should now automatically be fizzled. Good Luck.