Emancipation Grid (Fizzler) Difficulty: Beginner |
| Category: PRTL > Other/Misc | Author(s): rokusho |

Introduction
This tutorial will explain how to make the Portal emancipation grid, otherwise known as the fizzler. In game, these gates prevent the player from shooting portals through them and will cause any open portals to fizzle (close) when the player passes through. It also causes boxes to dissolve when passing through, making these vital game play elements.
This tutorial assumes you have basic knowledge of Hammer in knowing what a brush and entity is as well as the creation and editing of properties of them.
Making the Fizzler
Screenshot B shows the space (hole in the wall) where I want to place the fizzler, it measures 128x128x32 units. Firstly, place a prop_static and set the 'world model' to models/props/portal_cleanser_1.mdl then duplicate this model and place it on the other side, the result should look similar to screenshot C.
Next, using the tools/toolstrigger texture, create a brush 1 unit thick covering the entire space you want the emancipation field to cover, leave no gap around the edges. Press Ctrl+T and set its class to trigger_portal_cleanser (Screenshot D) then go to 'flags' and tick the 'clients' and 'physics objects' tabs, leaving the rest un-ticked. Click 'apply' and close the window.
Final task to do is to create the particle system effect that will complete the look of the fizzler. Place an env_particle_system point entity in the middle of the trigger_portal_cleanser brush (Screenshot E), right click the entity and open the properties window. Here, set the particle system name property to portal_cleanser and make sure it is set to start active.
One problem you may need to get around is that the env_particle_system needs to be orientated correctly, in screenshot E, the arrow on the entities symbol is the correct placement for the effect to be orientated right.
All you need to do is to now compile the map and test to see that it all works correctly, you may need to adjust the env_particle_system's orientation a little, but as long as you have followed the steps correctly, it should be fine. (Screenshot A shows my result in-game).
Conclusion
Not much to say really, a quick and straightforward thing to do, it will dissolve turrets too, which may cause a problem, but could be solved with a filter. You may also find that you can make the gap up to 256 units wide, before the effect from the env_particle_system becomes too stretched out and starts to look weird. |
| Added: 11 months ago | Tags: portal, fizzler, dissolver, emancipation, grid, effects, trigger, prop |
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