

They will see the animation and receive the Level Pack upon opening the Scanner. If the Agent receives their final Medal requirement while the Scanner was not active, such as by earning Guardian or Recruiter, the Agent's higher level will still be reflected on their profile. * L 1 field kit is only awarded once to new Agents as their initial inventory The table below shows what each level's Field Kit contains. The Agent will earn the Field Kit even if they are at cap.

#Portal turret animation mods#
They will be locked out of using the Scanner, an animation will play, the Agent will be given a Field Kit of Portal Mods and level-appropriate items, and ADA will congratulate their accomplishment. When an Agent reaches the appropriate criteria, they will immediately level up. The specific formula for calculating efficiency is:Įfficiency (%) = Floor/10Īgent can suggest Portal edits (name, description, add new photo, scanning).Īgent can submit new Portals and can access Niantic Wayfarer to review Portal submission requestsĪgent can suggest Portal location changes.įield kit received when reaching Level 16 Remote recharge efficiency scales proportionately between 50% at the range limit, to 100% within the 40m area of influence. In addition to leveled item accessibility, an Agent's level determines the capacity of an Agent's XM tank and the range at which they can remotely recharge a Portal. Note that although the ADA Refactor and JARVIS Viruses can be acquired and used by Agents of any level, the proportional XM cost of these items prevents an Agent from using them on Portals of two or more levels higher. Each of these items can be used and hacked from Portals by Agents of any level. While Portal Keys display a level, the level refers to the Portal and not the Portal Key. Portal Mods, ADA Refactor, JARVIS Viruses, and Capsules have no level. When an Agent hacks a Portal of higher level, the Agent has a drastically reduced chance of receiving items that exceed his or her level. There is an exception on Power Cubes in that an Agent can recycle a higher level Power Cube and receive all its XM value. For example, an Agent with seven Gold Medals and no Silver Medals would be eligible for the 6 Gold + 7 Silver requirement of Level 12 .Īgents may only use leveled items - that is, deploy Resonators, fire XMP Bursters and Ultra Strikes, and use Power Cubes - if the item's level is equal or less than his or her level. Just rendering this pretty portal effect like in Portal 2.A Gold, Silver, Platinum, or Onyx ( Black) Medal also counts towards each rank requirement below it. I don't want to make some smoke, glow and other effects (not now). So, do you have some ideas how I can mix all this textures and take something like this in result? I have no ideas. It was declared in portal_projectile.pcf, but I think that it isn't what i'm searching for. But, where did it find particles, I don't understand.īeam_portaledge_04.png (it is really not transparent)Īlso, I found the particle, but I don't think that I need it. What I understand, that the game renders portal based on hidden colors under alpha and displays not transparent pixels (border of the circle). Very interesting texture, 'cause it has hidden colors under alpha. I am thinking that it can be used for the closed portal (when only one portal enabled), like here: I have found portal gun with their animations, sounds, map textures with height maps and normals, but I don't really understand how the game renders portals (effects and particles, not watching through portals). I have been searching for something in game data for a long time. I don't really know much about materials and shaders, but I have found some textures from the original game. I want to make portals' particles and effects сompletely identical from the game.
#Portal turret animation how to#
But, I know how to do it, and my question is not about that. I have read many articles and questions on forums about making Portal System in Unity.
