Pit
Bottomless pits are used as obstacles in Portal 2 and destroy objects and players that drop into them, just like grinders and deadly goo. They trigger a fade to black for players that fall into them.
Entities you need
- trigger_hurt - Using the block tool
- player_loadsaved - Using to load to a recent save
Optional:
- trigger_multiple - For destroying objects like prop_weighted_cube
Making the deadly pit
Take your Block tool and make a block, with the trigger texture, in the place where you want the player's death. After that press Ctrl+T and make the it trigger_hurt. You can see many properties but we are only going to use the
Damage
, Damage cap
(only if you have chosen Doubling w/Forgiveness) and the damage type
properties.
Change Damage
and Damage cap
to 1000, and for Damage type
to FALL
.
Create an entity with Entity tool and change it to player_loadsaved, add a name like "player_loadsaved", then change
Fade Duration (seconds)
to 1, Hold Fade (seconds)
to 5 and Reload Delay
to 3, these parameters are used in official maps.
Optionally you can create a brush to destroy objects, simply copy the trigger_hurt and move it down, if you have a fog then move it just enough that you don't see the object getting destroyed, and change the class to trigger_multiple.
Set these flags to checked and the rest to unchecked:
- Pushables
- Physics Objects
- Physics debris
Outputs
Add this output for trigger_hurt:
My Output > | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | player_loadsaved | Reload | 0.00 | No |
Add these outputs for trigger_multiple:
My Output > | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnStartTouch | !activator | SilentDissolve | 0.00 | No | |
![]() |
OnStartTouch | !activator | Kill | 0.10 | No |
The SilentDissolve
input destroys cubes and fires their OnDissolved
output correctly, so they can respawn. The Kill
output removes other entities that ignore SilentDissolve
. It is delayed to ensure SilentDissolve
executes first.
If there is no output for SilentDissolve
, the player won't able to get a new cube, this could lead to a soft lock in your level.
See also
- Slime Water - For creating deadly goo