Ending a Portal map: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (→‎Trigger's outputs: Unicodifying, replaced: [[Image: → [[File: (2))
 
Line 17: Line 17:
! || Output named || Target entities || Via this input || Parameter || Delay
! || Output named || Target entities || Via this input || Parameter || Delay
|-
|-
|[[Image:Io11.png]] || OnTrigger || end_fade || Fade ||  || 0.00
|[[File:Io11.png]] || OnTrigger || end_fade || Fade ||  || 0.00
|-
|-
|[[Image:Io11.png]] || OnTrigger || end_disconnect || Command || disconnect || 2.00
|[[File:Io11.png]] || OnTrigger || end_disconnect || Command || disconnect || 2.00
|}
|}



Latest revision as of 09:18, 8 January 2024

Portal Level Creation
English (en)Русский (ru)Translate (Translate)

Introduction

Using this tutorial you can end maps like on Portal's Bonus maps.

Trigger

Create a brush that's the area that you want the map to end. Texture it with a "tools\toolstrigger" texture. Select it and press CTRL+T. make it a "trigger_once".

Entities

Make two entities. Make a "point_clientcommand" and call it "end_disconnect". Make a "env_fade" and call it "end_fade". You may want to place these entities next to the trigger_once brush for convenience.

Trigger's outputs

Make the trigger_once's outputs the following:

Output named Target entities Via this input Parameter Delay
Io11.png OnTrigger end_fade Fade 0.00
Io11.png OnTrigger end_disconnect Command disconnect 2.00

Theory

When you touch the trigger the "env_fade" will make you start to fadeout. After 2 seconds, the fadeout will be complete and the "point_clientcommand" will make you return to the main menu.

See also