There are several instances. However the trigger_catapult will need to be added manually. Set its output to trigger the instance, which includes both the sound and the animation.
1) Make a prop_dynamic:
Property Name Value World Model "models/props/faith_plate.mdl" or "models/props/faith_plate_128.mdl" Name "catapult_model_1" (you can change it, but dont forget to change it in all inputs.) Collision Not Solid Disable Shadows Yes
2) Make an info_target
Property Name Value Name catapult_target_1
- The catapult will launch you onto that target.
3) Make a trigger_catapult with trigger texture:
Property Name Value Name catapult_trigger_1 Launch Direction "-90 0 0" If you want to fly up Player speed Try random for your length of pit, 750 is better Physics speed This for flinging props. I have +150 to Player speed (900). Apply Angular impulse True Launch target catapult_target_1 Use Threshold Check Set to NO for Faith Plate model.
4) Make an ambient_generic:
Property Name Value Name catapult_sound_1 Sound Name Metal_SeafloorCar.BulletImpact SourceEntityName catapult_model_1 (the name of the Faith Plate model) Flags Value Is NOT Looped Yes Start Silent Yes
To make the sound work, you must go back to your trigger_catapult and create a new output: Oncatapulted, sound entity name, playsound.
5) Make a block with the tools/toolsinvisible texture in space under faith plate model, so that the player and objects don't fall through.
6) Also, don't forget to add an info_placement_helper to the portalable surface at the end of your trajectory — it's easier to fly through.
As seen in one of the developers commentaries, Valve used visual trajectories to help debug and tweak the faith plates. In the developer console type "ent_bbox trigger_catapult" you will now see a visual representation of the trajectories of every trigger_catapult in the map. If you want to just see a single trajectory type "ent_bbox <name of your catapult entity>".
If your trigger_catapult is using exact velocity you can change player and physics velocity in game.
- "ent_fire <name of catapult entity> setplayerspeed <speed>"
- "ent_fire <name of catapult entity> setphysicspeed <speed>"
The visual trajectories will update automatically.
You can also use the trigger_catapult anywhere you expect the player to land for greater control. For example, you may place a portal on a wall angled upwards and fling out of that.
To make sure the catapult doesn't fling you when you just walk into it, set the thresholds. In the trigger_catapult settings:
Property Name Value Lower threshold This is a percentage, 0 to 1, of the player speed you set. Upper threshold Same as above but for the upper limit. UseThresholdCheck 'YES' to use threshold, 'NO' to always catapult.
For example, say you set the catapult to fling the player at 500 units/second. Lower threshold 0.1 means the player must travel at least 10% of that; 50 units/second. Upper threshold 0.5 means the player cannot travel faster than 50% of that; 250 units/second. As long as the player speed is between these limits the trigger_catapult will enable.