Faith Plate: Difference between revisions
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[[File:faithplateicon.png|thumb|right]] | [[File:faithplateicon.png|thumb|right]] | ||
'''Faith plates''' or '''catapults''' are jump pads in [[Portal 2]]. They can fling objects (like [[turret (Portal 2)|turrets]] and [[cube (Portal 2|cubes]]) and players. | '''Faith plates''' or '''catapults''' are jump pads in [[Portal 2]]. They can fling objects (like [[turret (Portal 2)|turrets]] and [[cube (Portal 2|cubes]]) and players. | ||
==Creation== | |||
* [[Portal 2 Level Creation]] | |||
1) Make a [[prop_dynamic]]: | |||
world model "models/props/faith_plate.mdl" or "models/props/faith_plate_128.mdl" | |||
Name: "catapult_model_1" (you can change it, but dont forget to change it in all inputs.) | |||
Disable Shadows: Yes | |||
2) Make a [[info_target]], Name it "catapult_target_1", the catapult will launch you onto that target. | |||
3) Make a [[trigger_catapult]] with trigger texture, Name it "catapult_trigger_1": | |||
Launch Direction: "-90 0 0" If you want to fly up. | |||
Player speed: Try random for your length of pit, 750 is better | |||
Physics speed: This for flinging props. I have +150 to Player speed (900). | |||
Apply Angular impulse: True | |||
Launch target: the name of your target(catapult_target_1) | |||
Use Threshold Check: Set to NO for Faith Plate model. | |||
Output - OnCatapulted - catapult_model_1 - SteAnimation - (angled, fast or straigthup) | |||
4) Make a [[ambient_generic]] entity, and name it "catapult_sound_1" | |||
Sound Name: "Metal_SeafloorCar.BulletImpact" | |||
SourceEntityName: the name of the Faith Plate model(catapult_model_1) | |||
Flags - Is NOT Looped, and Start Silent | |||
5) Make a [[func_clip_vphysics]] whitn trigger texture in space under faith plate model,or objects will fall down. | |||
6) Make a player clip in space under faith plate model,or you will fall down. | |||
7) Also,dont forget to add [[info_placement_helper]] to the ceiling,its easier to fly through. | |||
[[File:Source_Sdk_-_Aerial_Faith_Plate.jpg]] | |||
Tips | |||
You can use the [[trigger_catapult]] anywhere you expect the player to slingshot. For example, you may place a portal on a wall angled upwards and sling out of that. For greater control on where the player lands use a [[trigger_catapult]]. | |||
To make sure the catapult doesn't fling you when you just walk into it, set the thresholds. In the [[trigger_catapult]] settings: | |||
Lower threshold: This is a percentage, 0 to 1, of the player speed you set. | |||
Upper threshold: Same as above but for the upper limit. | |||
useThresholdCheck: 'YES' to use threshold, 'NO' to always catapult. | |||
For example, say you set the catapult to fling the player at 500 units/s. Lower threshold 0.1 means the player must travel at least 10% of that; 50 units/s. Upper threshold 0.5 means the player cannot travel faster than 50% of that; 250 units/s. As long as the player speed is between these limits the [[trigger_catapult]] will enable. | |||
[[Category:Portal 2 Level Design]] | |||
[[Category:Portal 2 Tutorials]] |
Revision as of 12:39, 9 May 2011
Faith plates or catapults are jump pads in Portal 2. They can fling objects (like turrets and cubes) and players.
Creation
1) Make a prop_dynamic:
world model "models/props/faith_plate.mdl" or "models/props/faith_plate_128.mdl" Name: "catapult_model_1" (you can change it, but dont forget to change it in all inputs.) Disable Shadows: Yes
2) Make a info_target, Name it "catapult_target_1", the catapult will launch you onto that target.
3) Make a trigger_catapult with trigger texture, Name it "catapult_trigger_1":
Launch Direction: "-90 0 0" If you want to fly up. Player speed: Try random for your length of pit, 750 is better Physics speed: This for flinging props. I have +150 to Player speed (900). Apply Angular impulse: True Launch target: the name of your target(catapult_target_1) Use Threshold Check: Set to NO for Faith Plate model.
Output - OnCatapulted - catapult_model_1 - SteAnimation - (angled, fast or straigthup)
4) Make a ambient_generic entity, and name it "catapult_sound_1"
Sound Name: "Metal_SeafloorCar.BulletImpact" SourceEntityName: the name of the Faith Plate model(catapult_model_1)
Flags - Is NOT Looped, and Start Silent
5) Make a func_clip_vphysics whitn trigger texture in space under faith plate model,or objects will fall down.
6) Make a player clip in space under faith plate model,or you will fall down.
7) Also,dont forget to add info_placement_helper to the ceiling,its easier to fly through.
Tips
You can use the trigger_catapult anywhere you expect the player to slingshot. For example, you may place a portal on a wall angled upwards and sling out of that. For greater control on where the player lands use a trigger_catapult.
To make sure the catapult doesn't fling you when you just walk into it, set the thresholds. In the trigger_catapult settings:
Lower threshold: This is a percentage, 0 to 1, of the player speed you set. Upper threshold: Same as above but for the upper limit. useThresholdCheck: 'YES' to use threshold, 'NO' to always catapult.
For example, say you set the catapult to fling the player at 500 units/s. Lower threshold 0.1 means the player must travel at least 10% of that; 50 units/s. Upper threshold 0.5 means the player cannot travel faster than 50% of that; 250 units/s. As long as the player speed is between these limits the trigger_catapult will enable.