Ricochet Level Creation/Pad: Difference between revisions
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Note:There is no official beam color for dual-color pad.
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* '''Beam color:''' <span style="background-color:#0078ff; color:white">0 120 255</span> (for blue pad) / <span style="background-color:#ff0000; color:white">255 0 0</span> (for red pad) | * '''Beam color:''' <span style="background-color:#0078ff; color:white">0 120 255</span> (for blue pad) / <span style="background-color:#ff0000; color:white">255 0 0</span> (for red pad) | ||
* '''Radius:''' 256 | * '''Radius:''' 256 | ||
* '''Life:''' | * '''Life:''' 0 | ||
* '''Width of beam:''' 255 | * '''Width of beam:''' 255 | ||
* '''Amount of noise:''' 20 | * '''Amount of noise:''' 20 |
Revision as of 08:39, 2 April 2012
File:Ricochet pad.jpg
Pad in Hammer
Pad is the primary element of gameplay in Ricochet. This tutorial explains how to create it.
The brush
- Create a 256x256x16 cylinder brush with 20 faces.
- Paint its faces with following textures:
Color | Upside and downside | Sides |
---|---|---|
Blue | disc_blue1/2/3 | trim_blue1 |
Red | disc_red1/2/3 | trim_red1 |
Dual-color | disc_dual1 | Partially red, partially blue |
- Make the side faces have 0.5 Y texture scale.
- Create info_target above pad at its center for jumping to it.
The beam
On Arena, there is beam under pads.

To make the beam, spawn 2 info_target
s under the pad. Place the first info_target
right below the pad in the middle, and the second 384 units below it. Create env_beam
in any place with the following parameters:
- Start entity: first info_target
- Ending entity: second info_target
- Render FX: Normal
- Brightness: 100
- Beam color: 0 120 255 (for blue pad) / 255 0 0 (for red pad)
- Radius: 256
- Life: 0
- Width of beam: 255
- Amount of noise: 20
- Sprite name: sprites/laserbeam.spr
- Texture Scroll Rate: 35
- Frames per 10 seconds: 0
- Starting frame: 0
- Strike again time: 1
- Damage: 0
- Flags: Start On, Shade End
The pad is ready. Attach some jump arrows to it.