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Env funnel: Difference between revisions

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[[File:Funnel_animation.gif‎|right|thumb|Animation of the funnel effect.]]
{{languageBar}}
{{tabs|env_funnel|goldsrc=1|source=1|main=source}}
{{Distinguish|prop_tractor_beam|desc1= Sometimes shortened to funnel, from [[Portal 2]]}}
{{CD|CEnvFunnel|file1=effects.cpp}}
{{this is a|point entity|name=env_funnel}} It creates many sprites which move toward a point (or from a point). This effect is used in {{ent|c1a0e}}{{hl1}}. The sprite is hardcoded to be <code>sprites/flare6.vmt</code>, but some games are missing this texture.


{{base point|env_funnel}} It is an [[Half-Life]] legacy entity: the large portal funnel {{clarify}}
This entity must be activated with the {{ent|Use}} input. After it's <code>Use</code>d, it is deleted from the map.


This entity creates an effect of glowing particles or sprites that slowly appear then come together at the entity center point creating a glowing center and then slowly disappearing.  
[[File:Funnel_animation.gif‎|thumb|right]]


This is most likely used in half life when the portal to XEN the alien planet opens. (verify)
== Flags ==
{{fl|1|Reverse|Funnel repels sprites instead of attracting them.}}
The input value "use" is not recognized as a valid input inside hammer but it will function ingame using the targetname of the env_funnel entity and providing "use" as the target input value, you don't need to fill in the parameter override field.
 
Another way of activating this entity is ingame by using the following command in the developers console: "ent_fire <tagetname_funnel> use"
This entity has no other function than showing these particles/sprites. A similar effect can be created by creating a new particle effect yourself.
 
{{note|This entity can only be used ''once''. After it's used, it will be removed and cannot be used again.}}


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
== Flags ==
:* 1 : Reverse


== Inputs ==
== Inputs ==
{{I Targetname}}
{{I|Use|nofgd=1|Activates the entity}}
{{I Parentname}}
 
== Outputs ==
{{O Targetname}}

Latest revision as of 10:52, 21 April 2025

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Not to be confused with prop_tractor_beam (Sometimes shortened to funnel, from Portal 2).
C++ Class hierarchy
CEnvFunnel
CBaseEntity
C++ effects.cpp

env_funnel is a point entity available in all Source Source games. It creates many sprites which move toward a point (or from a point). This effect is used in c1a0eHalf-Life. The sprite is hardcoded to be sprites/flare6.vmt, but some games are missing this texture.

This entity must be activated with the Use input. After it's Used, it is deleted from the map.

Funnel animation.gif

Flags

Reverse : [1]
Funnel repels sprites instead of attracting them.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Use  !FGD
Activates the entity