
Objective: Escape the apartment block raid. Use these additional parameters on your hl2.exe shortcut to activate the corresponding function. Proper usage is "npc_create npc_" plus any of the following names:

Spawn NPCs: (use with the npc_create command) Give Weapons: (use with the GIVE command) NOTE: It may be necessary to use the code "sv_cheats 1" before entering other cheat codes into the system. While playing, press (tilde) to bring up the console and enter any of the following cheat codes:Įxample: "C:\Program Files\Half-Life 2\hl2.exe" -console Or, better yet, if someone could direct me to a page where they have it written out step-by-step with images would be fantastic (though I may be a little to hopeful currently with how new the game still is).Start the game with the command-line parameter "-console" to enable the console. If anyone has any idea of how to correct this problem it would be greatly appreciated. However, when I get an orb to go directly at this trigger and prop it passes through without being detected. I had outputs to make the catcher perform its preset actions when an orb is caught. I attempted creating a trigger brush with a trigger_once entity tied to it, and a filter that permitted the name of the ball spawner (there was no generic name for 'orb' or 'ballsonly' that I could find, and I'm using 'point_energy_ball_launcher' to launch the orbs). I still can not figure out how to get the catching part to recognize the ball and close around it. For never mapping in Portal I'm highly impressed. I was able to get a functioning ball spawner.

I'm guessing thats the basic setup, there may be other tweaks and differences, I don't know the specific entities involved, but if I was workin at valve that's how I wouldve created the effect. (or setanimation if it's a prop_dynamic door). Have it send a disabling input to the ballspawner. Have that trigger send a setanimation output to the cathcher to set the catching animtion, and to kill the ball. Have a trigger_once in the ball catcher that uses a filter_activator_name set to the name of the ball that will be spawned.Įither that or it might have a flag like "ballsonly" Have it send a setanimation output with the parameter override set to the name of the opening animation just before you send whatever output to the ballspawner to spawn a ball. Have a trigger, any trigger, set to being the ball sequence. Ok, having not mappped for portal at all yet I do not know what entity is used to make the balls, I don't know the animation names of the models, and I do not know any of the portal specific I/O connections.īut here's a basic rundown of how it probably needs to be setup:įirst you get the model of the ball spawner as a prop_dynamic.
