Elevator (Portal 2)

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Template:Otherlang2 Elevators are used in Portal 2 to transition the player from level to level. They are not to be confused with the Disassembler, which took the players from level to level in coop.

Adding elevators to a map

Note.pngNote:This tutorial will create an elevator spawn in your level. To prevent the potato gun from spawning, see potato removal simple tutorial 1 below.

Entrance elevator

1. Select the entity tool, create a func_instance, and give it the fixup name "Arrival_Elevator" and the VMF file name "instances/turbine_elevator/arrival_elevator_a4_base.vmf"

Note.pngNote:If the elevator does not load, save hammer and re-open it.
Both instances just after copying

2. To make things simpler, and to not have to create two func_instances and find the second one through all this mess, simply Shift+drag the "Arrival_Elevator" one unit in any direction to copy the first func_instance, and quickly put the copy exactly back on top of the original.

Tip.pngTip:If the elevator does not load, save the map and re-open it.
Note.pngNote:If you look at the tall blue "skip"-textured column, you can easily align the two items. Simply ensure that the columns line up in all three 2d windows. Also make sure the bottom of the columns are aligned. If you need to select one of the two parts, ie the elevator or the logic, you can click one of the cubes attached to the column.

3. Double-click either one and change the name to "Arrival_Logic" with the VMF file name "instances/turbine_elevator/arrival_elevator_a4_logic.vmf"

You can use one of the other elevators to use a different theme; just make sure you have both the elevator and the logic instances.

Transition manager

Transition manager is the little boxes behind the elevator

4. Create one more func_instance entity anywhere; a convenient place is right behind the elevator model (but not inside the arrival elevator!). Name this one "Arrival_Departure_Trans" with the VMF file name "instances/transitions/arrival_departure_transition_ents.vmf". This instance covers the transition for both the Arrival AND Departure elevators, but does not cover the vmf's for the departure elevator(read below)

You can set the videos on the elevators by setting the variables in this instance; e.g. try setting $arrival_video to media/animalking.bik. For a complete list of available videos, see this page.

Exit elevator

5. To create the exit elevator, simply repeat steps 1-3 but instead of "arrival_elevator" you will choose "instances/turbine_elevator/departure_elevator_a4_logic.vmf" and "instances/turbine_elevator/departure_elevator_a4_base.vmf" both of which are located in the same folder. Name these "Departure_Elevator" and "Departure_Logic" respectively.

Connection to the map

Elevator connected to a room

6. You will notice that sticking out of the middle of the elevators on one side is an extension that looks like a hallway. You must connect this passage to your map. A door would look good here.

Note.pngNote:The map will leak at the passageway exit if it's not sealed off with your own construction. You do not have to box the entire elevator, just take care of the exit.
Note.pngNote:You do not need a spawn point or a portal gun entity, the instances cover this.

Now your elevator is complete, congratulations!

Spawning without a potato (simple #1)

1. Place a logic_auto somewhere in your map.

2. On the Output tab of logic_auto, add this output:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn player_settings RemovePotatosFromPortalgun 0.20 No

3. Create a logic_playerproxy named player_settings. Put it next to the logic_auto so that you can find them both.

4. Finally, save your map, compile it and it should works, if you did it correctly.

Spawning without a potato (simple #2)

1. Create a trigger_weaponstrip at the bottom of the arrival elevator.

2. Place a portal gun above the trigger.

3. In the settings of the portal gun, adjust it to your preference (no potatoes or single portal only).

See also