Shredder: Difference between revisions
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[[File:spinnybladesicon.png|thumb|right]] | [[File:spinnybladesicon.png|thumb|right]] | ||
'''Shredders''' are spinning blades in [[Portal 2]] that destroy objects and players dropped into them. They function just like [[pit (Portal 2)|pits]] and [[slime]], but are [[Factory (Portal 2 theme)|factory themed]]. | '''Shredders''' (a.k.a. '''grinders''') are spinning blades in [[Portal 2]] that destroy objects and players dropped into them. They function just like [[pit (Portal 2)|bottomless pits]] and [[slime|deadly goo]], but are [[Factory (Portal 2 theme)|factory themed]]. | ||
==Creation== | ==Creation== | ||
{{note|Although the shredder model has rotating animations, there is a "pop" every time the animation is about to loop. For this reason, the method below is recommended.}} | |||
1. Create a new map file to hold the shredder instance. | 1. Create a new map file to hold the shredder instance. | ||
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6. Position the props so that the teeth interlock and the brush entities are in the center of their respective props. | 6. Position the props so that the teeth interlock and the brush entities are in the center of their respective props. | ||
7. Create a <code> | 7. Create a <code>256×1024×128</code> brush where things would fall into it. Tie the brush to a [[trigger_hurt]] entity with the following settings: | ||
::{| class=standard-table | ::{| class=standard-table | ||
! Property Name || Value | ! Property Name || Value | ||
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| Name || shredder1_trigger_hurt | | Name || shredder1_trigger_hurt | ||
|- | |- | ||
| Damage || | | Damage || 1000 | ||
|- | |- | ||
| Damage Cap || | | Damage Cap || 1000 | ||
|- | |- | ||
| Damage Type || CRUSH | | Damage Type || CRUSH | ||
Line 153: | Line 155: | ||
13. Save and close the file. | 13. Save and close the file. | ||
To use, create a [[func_instance]] in your map and set the VMF filename to the name of the file you saved your shredder instance in. Then use the following outputs to turn the shredder on or off: | |||
::{| class=standard-table | ::{| class=standard-table | ||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
|- | |- | ||
| [[Image:Io11.png]] || | | [[Image:Io11.png]] || <''on condition''> || <''Fix-up Name of the func_instance''> || instance:shredder1_relay_on;Trigger || || 0.00 || No | ||
|- | |- | ||
| [[Image:Io11.png]] || | | [[Image:Io11.png]] || <''off condition''> || <''Fix-up Name of the func_instance''> || instance:shredder1_relay_off;Trigger || || 0.00 || No | ||
|} | |} | ||
[[Category:Portal 2 Level Design]] | [[Category:Portal 2 Level Design]] | ||
[[Category:Portal 2 Tutorials]] | [[Category:Portal 2 Tutorials]] |
Revision as of 17:38, 6 April 2016
Shredders (a.k.a. grinders) are spinning blades in Portal 2 that destroy objects and players dropped into them. They function just like bottomless pits and deadly goo, but are factory themed.
Creation

1. Create a new map file to hold the shredder instance.
2. Create a long, thin brush. Tie it to a func_rotating entity with the following settings:
Property Name Value Name shredder1_left_axle Blocking Damage 500
3. Create another long, thin brush. Tie it to a func_rotating entity with the following settings:
Property Name Value Name shredder1_right_axle Blocking Damage 500
4. Create a prop_dynamic_override entity with the following settings:
Property Name Value Name shredder1_left Parent shredder1_left_axle World Model models/props_gameplay/shredder_left_b.mdl
5. Create a prop_dynamic_override entity with the following settings:
Property Name Value Name shredder1_right Parent shredder1_right_axle World Model models/props_gameplay/shredder_right_b.mdl
6. Position the props so that the teeth interlock and the brush entities are in the center of their respective props.
7. Create a 256×1024×128
brush where things would fall into it. Tie the brush to a trigger_hurt entity with the following settings:
Property Name Value Name shredder1_trigger_hurt Damage 1000 Damage Cap 1000 Damage Type CRUSH
8. Create a brush in front of that brush and tie it to a trigger_multiple entity with the following settings:
Property Name Value Name shredder1_dissolver Delay Before Reset 5
Tick the "Physics Objects" flag and add the following output:
9. Create another brush in front of that brush and tie it to a trigger_multiple entity with the following settings:
Property Name Value Name shredder1_destructor Delay Before Reset 5
Tick the "Physics Objects" flag and add the following output:
10. Create a logic_relay with the following settings:
Property Name Value Name shredder1_relay_on
and the following outputs:
11. Create a logic_relay with the following settings:
Property Name Value Name shredder1_relay_off
and the following outputs:
12. Create a func_instance_io_proxy with the following settings:
Property Name Value Name shredder1_proxy
and the following outputs:
13. Save and close the file.
To use, create a func_instance in your map and set the VMF filename to the name of the file you saved your shredder instance in. Then use the following outputs to turn the shredder on or off: