Creating a portal/object fizzler: Difference between revisions

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This wall of particles destroys any objects that come in contact with it and closes any portals that have been opened by the player.
 
=== Step 1 - Hallway Size ===
 
First, you need to create an appropriate hallway for the size of fizzler you want. 128x128 Hammer Units is the most common in {{Portal|4}} test chambers although there are some that are 192 Hu across.
 
=== Step 2 - Creating the [[trigger_portal_cleanser]] entity ===
The first thing that needs to be created is the doorway that will act as the fizzler holder. You can also use a prop for this effect as well, however for the purpose of this tutorial a model will be used.
 
{{Note|You can make a fizzler any size you want for your map, it will just require more [[info_particle_system]] entities.}}
 
The available props for this is:
* '''models/props/portal_cleanser_1.mdl'''
To use as a base we need to create a [[trigger_portal_cleanser]], which in size should be ''128x128''. Note that this is the base size for a '''normal sized''' fizzler. Also the trigger should be just '''2''' Units thick.
 
Go ahead and name it if you want, that way you can keep track of how many you might have.
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Modify the following flags:
 
{{entity-flag-start}}
{{entity-flag|Everything (not including physics debris)|on|}}
{{entity-flag-end}}
 
The <code>Everything</code> Flag will fizzle [[prop_dynamic|prop_dynamic entities]] which can cause problems if the fizzler's model is one.
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If this is the case, modify the following flags to fizzle player portals and [[prop_physics|prop_physics entities]] (like the cube or radio) but '''''NOT''''' prop_dynamic entities:
 
{{entity-flag-start}}
{{entity-flag|Clients|on|}}
{{entity-flag|Physics Objects|on|}}
{{entity-flag|Everything (not including physics debris)|off|}}
{{entity-flag-end}}
 
=== Step 3 - Adding Fizzler Models ===
[[File:Fizzler framer&trigger.jpg|200px|thumb|left|Frame and Trigger]]
Make 2 [[prop_static]] entities and set their World Model to '''models/props/portal_cleanser_1.mdl''', rotate one of them by 180 degrees.
 
You are free to line up everything you have so far directly in a straight line, or you can change it to your liking.
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=== Step 4 - Creating the [[info_particle_system]] entity ===
Create a [[info_particle_system]] entity and enter the following properties:
 
{| class=standard-table
!  Property Name || Value
|-
| Particle System Name || portal_cleanser
|-
| Start Active || Yes
|}
 
The particles available are <code>portal_cleanser</code>, <code>cleanser_edge_1</code> or <code>cleanser_edge_2</code>
*<code>portal_cleanser</code> is used in most of the normal test chambers. The size of the hallways it is used in is 128x128 Hammer Units. Its appearance is lines going left and right.
*<code>cleanser_edge_1</code> only emits one side of the fizzler, its particles going 192 Hammer Units. Its appearance is dots going one direction.
*<code>cleanser_edge_2</code> is the same but instead of dots for particles it has lines.
For the tutorial, we will use the <code>portal_cleanser</code> particle.
 
 
Align it to the trigger brush precisely in the center and then you are finished.
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Results:
[[File:Portal1 objectfizzler editor.png|300px|thumb|left|Editor View of a Fizzler taken from <code>testchmb_a_00</code>]]
[[File:Portal1 objectfizzler ingame.jpg|300px|thumb|left|In-Game View of a Fizzler taken from <code>testchmb_a_00</code>]]
 
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=== Step 5 - Respawning Boxes ===
 
If you have a box dropper that you want to spawn a new box if the player destroys one with a fizzler, you can use the output ''OnDissolveBox'', but only if your box prop_physics is named '''box'''.
 
If you have multiple droppers in your map along with a cleanser and you want the box dropper to deliver a new box, follow these instructions:
 
Enter this output for the '''trigger_portal_cleanser''':
{| {{OutputsTable}}
| [[File:Io11.png]] || OnDissolve || !activator || FireUser1 || <none> || 0.00 || No
|}
 
Enter this output for the '''box''':
{| {{OutputsTable}}
| [[File:Io11.png]] || OnUser1 || logic_drop_box || Trigger || <none> || 0.00 || No
|}
 
You will have to change the logic_drop_box name in the output depending on which box dropper the box came from.
 
== See also ==
* [[Portal Level Creation]]
[[Category:Portal]]
[[Category:Level Design]]
[[Category:Tutorials]]

Latest revision as of 20:04, 8 October 2025

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