Switch (Portal 2)

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Revision as of 21:56, 18 May 2011 by Jzbradley (talk | contribs) (Super Button)
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There are several types of switches used throughout portal 2. This article list them and also provides tutorials on how to create them in the hammer editor.

Pillar Button

The pillar style button

The tall, red, player activated buttons used in Portal 2 are very simple to create. The button is used to as a trigger for doors and many other entities in the game. Usually used in combination with a timer.

Creation

Firstly place a prop_button entity on the ground and position it where you want it. Add your desired outputs to it; it works just the same as the func_button entity so it should be familiar to you. (To do: Expand on this a bit? even just a link to the portal 1 one...)

Super Button

The Super button

The 1500 Megawatt Aperture Science Heavy Duty Super-Colliding Super Button. Used in Portal 2 to open doors, raise stairs and turn entities on and off. Can be activated by cubes, the player, and other objects. It is usually made of only one prop_floor_button, but in official maps it is commonly found as part of one of the button instances.

Creation

Select the entity creation tool and choose prop_floor_button from the list. Spawn it, an place it where you want on the map. By going into the properties of the button, you can choose what you want to happen when it is pressed (OnPressed) or when it is released (OnUnPressed). Under the 'Button model' property in the 'Class Info' tab you can change the way the floor button looks. Just filter "portal_button" in the model browse menu. Note: not in a way that it'll look like the cube only button. To Do: Please expand on this for me, there may be a few errors or short comings, I just wanted to help people who needed it now.

Other Switches

(To do)

  • Gel Pump control switch
  • Old Aperture Big Red Button
  • Edgeless Safty Cube holder/button
  • CD Drive trigger