Faith Plate: Difference between revisions
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==Creation== | ==Creation== | ||
1) Make a [[prop_dynamic]]: | 1) Make a [[prop_dynamic]]: | ||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| 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.) | |||
|- | |||
| Collision || Not Solid | |||
|- | |||
| Disable Shadows || Yes | |||
|} | |||
2) Make a [[info_target]] | 2) Make a [[info_target]] | ||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || catapult_target_1 | |||
|} | |||
*The catapult will launch you onto that target. | |||
3) Make a [[trigger_catapult]] with trigger texture: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || 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 || catapult_target_1 | |||
|- | |||
| Use Threshold Check || Set to NO for Faith Plate model. | |||
|} | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnCatapulted || catapult_model_1 || SetAnimation || (angled, fast or straigthup) || 0.00 || No | |||
|} | |||
4) Make a [[ambient_generic]]: | |||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || catapult_sound_1 | |||
|- | |||
| Sound Name || Metal_SeafloorCar.BulletImpact | |||
|- | |||
| SourceEntityName || catapult_model_1 (the name of the Faith Plate model) | |||
|} | |||
::{| class=standard-table | |||
! Flags || Value | |||
|- | |||
| Is NOT Looped || Yes | |||
|- | |||
| Start Silent || Yes | |||
|} | |||
[[Image:Source_Sdk_-_Aerial_Faith_Plate.jpg|thumb|right|300px|Source Sdk Aerial Faight Plate Example]] | |||
5) Make a [[func_clip_vphysics]] whitn trigger texture in space under faith plate model,or objects will fall down. | 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. | 6) Make a block whit "player clip" texture 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. | 7) Also,dont forget to add [[info_placement_helper]] to the ceiling,its easier to fly through. | ||
==Tips== | |||
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]]. | 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]]. | ||
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To make sure the catapult doesn't fling you when you just walk into it, set the thresholds. In the [[trigger_catapult]] settings: | To make sure the catapult doesn't fling you when you just walk into it, set the thresholds. In the [[trigger_catapult]] settings: | ||
::{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| 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. | 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. | ||
==See also== | |||
[[Portal 2 Level Creation]] | |||
[[Category:Portal 2 Level Design]] | [[Category:Portal 2 Level Design]] | ||
[[Category:Portal 2 Tutorials]] | [[Category:Portal 2 Tutorials]] |
Revision as of 13:24, 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:
Property Name Value 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.) Collision Not Solid Disable Shadows Yes
2) Make a info_target
Property Name Value Name catapult_target_1
- The catapult will launch you onto that target.
3) Make a trigger_catapult with trigger texture:
Property Name Value Name 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 catapult_target_1 Use Threshold Check Set to NO for Faith Plate model.
4) Make a ambient_generic:
Property Name Value Name catapult_sound_1 Sound Name Metal_SeafloorCar.BulletImpact SourceEntityName catapult_model_1 (the name of the Faith Plate model)
Flags Value Is NOT Looped Yes Start Silent Yes
5) Make a func_clip_vphysics whitn trigger texture in space under faith plate model,or objects will fall down.
6) Make a block whit "player clip" texture 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:
Property Name Value 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.