Creating Portal Breaking Ladders

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Introduction
This guide will teach you how to create breaking ladders from Portal.

Stair Pieces
Create multiple prop_dynamic
entites and enter the following properties:
Property Name | Value |
---|---|
Name | ladder1_rung1 |
Collisions | Not Solid |
World Model | models/props_bts/ladder_01.mdl |

The Holes
Put info_overlay entities where the stairs connect to the walls.
The texture names for each overlay can be:
decals/concrete/shot1 decals/concrete/shot2 decals/concrete/shot3 decals/concrete/shot4 decals/concrete/shot5
Try to make each hole randomized for the detailing.
Making the Ladders Fall
Physics Converter
Create a phys_convert
and enter the following properties:
Property Name | Value |
---|---|
Name | phys_convert_ladder1_rung1 |
Entity to convert | ladder1_rung1 |
Go to Flags and check "Convert As Debris"
Copy and paste these entities.

Entity to convert
Triggers
Create a 2w*27l*2h brush with the trigger
texture and tie it to a trigger_once
Enter the following outputs:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | phys_convert_ladder1_rung1 | ConvertTarget | <none> | 0.00 | No |
Copy and paste these triggers and make sure the are put in a reasonable spot the the ladder props. Don't forget to change the outputs though.
Making Portals Break Ladders
Create a 2w*24l*2h brush with the invisible texture. Tie it to a func_portal_detector.
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouchLinkedPortal | phys_convert_ladder1_rung1 | ConvertTarget | <none> | 0.00 | No |
Make sure the Portal Detector touches the wall and also make sure that every ladder has a func_portal_detector.
Detailing
These ladders can be tilted. The holes are still in reasonable position. So basically the ladder is already broken.
Some ladder pieces can be missing.