Panels: Difference between revisions
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m (Some markup fixes) |
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* [[func_brush]] | * [[func_brush]] | ||
* [[logic_auto]] | * [[logic_auto]] | ||
* [[logic_relay]] | * [[logic_relay]] (or some trigger) | ||
* Animation do you want to play | * Animation do you want to play | ||
# Create the prop_dynamic and set the Model "''models/anim_wp/room_transform/arm64x64_interior.mdl''" and set the Name of the prop_dynamic to e.g. "panel1". And set the "Collision" to "Not Solid". | |||
# Create a func_brush on the "top side" of the Model. Set the Name to e.g. "panel1_brush". And set the Parent to "panel1". | |||
# Create a Logic_auto and fire follow Output to the panel1_brush:<p><code>OnMapSpawn panel1_brush SetParentAttachmentMaintainOffset panel_attach</code></p>Now the func_brush can follow the animation of the prop_dynamic. | |||
# Create a logic_relay, or some type of Trigger, set the name to e.g. "relay_panel1_animation".<p>And fire follow Output to the prop_dynamic:</p><p><code>OnTrigger pannel1 SetAnimation ANIMATION_NAME</code></p> | |||
OnMapSpawn panel1_brush SetParentAttachmentMaintainOffset panel_attach | |||
Now the func_brush can follow the animation of the prop_dynamic. | |||
And fire follow Output to the prop_dynamic: | |||
OnTrigger pannel1 SetAnimation ANIMATION_NAME | |||
== See Also == | == See Also == | ||
* [[Portal 2 Level Creation]] | * [[Portal 2 Level Creation]] |
Revision as of 06:42, 28 April 2011
Panels are a type of game mechanics in Portal 2. They can change a room's architecture and create stairs or platforms by utilizing many of the available animations panels come with.
Creating Panels
What we need:
- prop_dynamic
- func_brush
- logic_auto
- logic_relay (or some trigger)
- Animation do you want to play
- Create the prop_dynamic and set the Model "models/anim_wp/room_transform/arm64x64_interior.mdl" and set the Name of the prop_dynamic to e.g. "panel1". And set the "Collision" to "Not Solid".
- Create a func_brush on the "top side" of the Model. Set the Name to e.g. "panel1_brush". And set the Parent to "panel1".
- Create a Logic_auto and fire follow Output to the panel1_brush:
Now the func_brush can follow the animation of the prop_dynamic.OnMapSpawn panel1_brush SetParentAttachmentMaintainOffset panel_attach
- Create a logic_relay, or some type of Trigger, set the name to e.g. "relay_panel1_animation".
And fire follow Output to the prop_dynamic:
OnTrigger pannel1 SetAnimation ANIMATION_NAME