Difference between revisions of "Hard Light"

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(How to detect Hard Light Bridges)
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[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in [[Portal 2]].]]
 
[[File:1024_hardlightwall.jpg|thumb|right|300px|Hard Light Walls in [[Portal 2]].]]
'''Hard Light Bridges''' and '''Hard Light Walls''' are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Laser (Portal 2)|lasers]] and [[Funnel (Portal 2)|funnels]]). Bridges are horizontal, and players can use them as a floor or ceiling. Walls are vertical, and can be used to block LOS from turrets or stop flying objects in mid-air, like cubes. Both can be painted with any kind of [[Gel (Portal 2)|gel]], however only Blue Gel and Orange gel will work properly. Portal shots and lasers can pass through hard light bridges or walls, which explains why conversion gel and reflection gel don't work properly. Painting one side of the bridge or wall will effect the other side.  
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'''Hard Light Bridges''' and '''Hard Light Walls''' are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like [[Laser (Portal 2)|lasers]] and [[Funnel (Portal 2)|funnels]]). Bridges are horizontal, and players can use them as a floor or ceiling. Walls are vertical, and can be used to block [[LOS]] from turrets or stop flying objects in mid-air, like cubes. Both can be painted with any kind of [[Gel (Portal 2)|gel]], however only Blue Gel and Orange gel will work properly. Portal shots and lasers can pass through hard light bridges or walls, which explains why conversion gel and reflection gel don't work properly. Painting one side of the bridge or wall will affect the other side.  
  
 
{{bug|In single-player, gel on a hard light surface will not save. This is because no official single-player content uses this feature.}}
 
{{bug|In single-player, gel on a hard light surface will not save. This is because no official single-player content uses this feature.}}
 
{{tip|Hard Light Bridges can be detected by using a trigger, set to the "Everything" flag and filtering it to detect <code>projected_wall_entity</code>.}}
 
{{tip|Hard Light Bridges can be detected by using a trigger, set to the "Everything" flag and filtering it to detect <code>projected_wall_entity</code>.}}
 
==Creation==
 
==Creation==
Hard light surfaces are emitted by a single [[prop_wall_projector]]. Create a 'dirty' wall projector by adding a [[HammerObjectPropertiesDialog#Angles|keyvalue]] "skin" with a value of 1.
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Hard light surfaces are emitted by a single [[prop_wall_projector]]. Create a 'dirty' wall projector by adding a [[HammerObjectPropertiesDialog#Angles|keyvalue]] "skin" with a value of 1 (Disable "Smart Edit" to do this).
  
 
==External links==
 
==External links==

Revision as of 22:31, 6 April 2016

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Hard Light Walls in Portal 2.

Hard Light Bridges and Hard Light Walls are a puzzle element of Portal 2. They are solid slats of light produced by special emitters, and can be redirected through portals (just like lasers and funnels). Bridges are horizontal, and players can use them as a floor or ceiling. Walls are vertical, and can be used to block LOS from turrets or stop flying objects in mid-air, like cubes. Both can be painted with any kind of gel, however only Blue Gel and Orange gel will work properly. Portal shots and lasers can pass through hard light bridges or walls, which explains why conversion gel and reflection gel don't work properly. Painting one side of the bridge or wall will affect the other side.

Bug: In single-player, gel on a hard light surface will not save. This is because no official single-player content uses this feature.
Tip:Hard Light Bridges can be detected by using a trigger, set to the "Everything" flag and filtering it to detect projected_wall_entity.

Creation

Hard light surfaces are emitted by a single prop_wall_projector. Create a 'dirty' wall projector by adding a keyvalue "skin" with a value of 1 (Disable "Smart Edit" to do this).

External links

Example map using this tutorial. VMF included.