One-Stop Mapping Info Shop!

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Groxkiller585
652 Posts
Posted Jun 04, 2012 , Edited Jun 06, 2012

This thread will be a hub of sorts for useful info, prefabs, instances, examples, and other quirks of information relating to Portal 2 Mapping!

I'll begin:

Portal 2's Level Design section on the VDC.

Visual Design section of our info database.

Groxkiller's Portal 2 Prefabs - my prefabs

  • ent_bbox trigger_catapult makes the catapult trajectory for both player and physics objects visible.

-setmodel allows you to change the player model. See below post on how to execute it.

  • The logic_auto entity uses different outputs depending on the map type. In SP, it will use "OnMapSpawn". In Coop, it will use "OnMultiNewMap". When making element instances that use logic_auto, copy all "OnMapSpawn" I/O and change the output to "OnMultiNewMap", so they work in both SP and Coop.

  • The portal IDs for each players' gun are as follows:

  • Chell - 0
  • Atlas - 1
  • P-Body - 2
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p0rtalplayer
1,366 Posts
Posted Jun 04, 2012
Replied 20 minutes later
You can change the player model in singleplayer maps by creating the following:

  • A small room off to the side of the map with any kind of prop using the model you want (this precaches the model so the game knows what its looking for)
  • A point_clientcommand
  • A logic_auto with outputs like so:
    [code:2jxp4yej]OnMapSpawn -> commander -> Command -> setmodel models/props/example.mdl[/code:2jxp4yej]

These outputs should be triggered 0.05 seconds after spawn, and the same amount after OnLoadGame.

It can be any model, but it's generally best to use models that have the animations such as P-body or ATLAS. Or Bendy.

I'm fairly sure it also works in co-op but I haven't tested.

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