Apply a mirror texture to brush (it will only work on brushes, not curve patches). Next, place a misc_portal_surface entity within 64 units of the mirror and at roughly eye level for the character. Because a mirror shows all that it can "see" the mapmaker needs to take special care that his mirror doesn't see so much of the map that it affects game performance.
Rules: A mirror should not be able to see another mirror or portal surface. This means no mirror mazes or mirror facing each other to produce infinite reflections.
- Make the brush that contains your pulsing pad texture. It can be set in the floor or raised up on separate brush.
- Make a trigger_push brush entity that is smaller than the pad (the id triggers are usually octagonal).
- Create a target_position entity and move it to the height and location you want. The target position is both the aiming point for the trigger_push and the highest point (apex) of the assisted jump.
- Hi-light the trigger first, then the target_position (order is important).
- Press CTRL + k to connect the two entities (pointing the first at the second).
- Compile and test it. The first compile needs to be a full or fast vis. If you need to make adjustments to the target_position, you only need to use an entities compile.
The combination of shader keys that make the jump pad pulsing texture work can be tricky to line up. Try the following methods if your own attempts bring no joy.
- Make the brush that will be your pad (128x128 units).
- Apply the pad texture. If it doesn't line up, turn off the lock texture feature and move the pad until it lines up perfectly.
- Lock the texture and move the brush into position.
If that doesn't work:
- Build your brush in place.
- Apply the pad texture so that several corners of the pad circle are visible.
- Compile a regioned area with the jump pad in it.
- At least one of the pad circles should have a pulsing circle in it.
- Back in the editor, slide the pad circle with the active pulse so it fills the pad.
- Recompile. It should work now.
Target the trigger_push that you put above the pad at a target_position. The player will accelerate until he reaches the target. Physics does the rest.
Note: The center point of the target must be higher than the center point of the trigger_push.
See Visual Effects/Environment Mapping
- Make a shooter entity (rocket, grenade or plasma)
- Give it a facing (1 to 360 degrees), or,
- Target it at a target_position.
- Give it a random value (potential degrees off target)
- Create an Activator. Make a trigger multiple or target an entity at the shooter. When the trigger is entered or the entity is taken, the, shooter is activated.
- If you want a shooter to fire multiple times, target the activator on two or more target_delays. Set the delay time to a different value for each (if using a trigger multiple, the WAIT value on the trigger should be greater than the longest delay on the target_delay). Target each target_delay on the shooter.