Portal Funneling: Difference between revisions
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Portal funneling is a game mechanic in the [[Portal]] series. It automatically corrects the positions of players and objects moving at a high speed towards a [[prop_portal|portal]], so that they go perfectly into the portal rather than potentially hit the rim, much to the player's annoyance. It also appears to sometimes affect trajectory after the object goes through a portal. Note that players must be looking at a portal when funneling into it. | Portal funneling is a game mechanic in the [[Portal]] series. It automatically corrects the positions of players and objects moving at a high speed towards a [[prop_portal|portal]], so that they go perfectly into the portal rather than potentially hit the rim, much to the player's annoyance. It also appears to sometimes affect trajectory after the object goes through a portal. Note that players must be looking at a portal when funneling into it. | ||
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==Related console commands and variables== | ==Related console commands and variables== | ||
{{varcom|sv_player_funnel_into_portals| | {{varcom|start}} | ||
{{varcom| | {{varcom|sv_player_funnel_into_portals|1|arbitrary number|Enables funneling.}} | ||
{{varcom| | {{varcom|{{portal2}}portal_funnel_debug|0|arbitrary number|Prints debugging info to the [[console]] when funnel code is triggered.}} | ||
{{varcom| | {{varcom|{{portal2}}speed_funnelling_enabled|1|arbitrary number|Enables funneling when running on [[propulsion gel]]. (Note that the command spells "funneling" incorrectly.)}} | ||
{{varcom| | {{varcom|{{portal2}}sv_player_funnel_gimme_dot|0.9|arbitrary number {{confirm}}|When set to higher than 1, player trajectory will never be forced to be perpendicular to the portal after crossing it.}} | ||
{{varcom| | {{varcom|{{portal2}}sv_player_funnel_height_adjust|128|[[hammer units]]|When the player is this far above a portal on the ground, funneling will occur. Below this height, none will happen.}} | ||
{{varcom| | {{varcom|{{portal2}}sv_player_funnel_snap_threshold}} | ||
{{varcom| | {{varcom|{{portal2}}sv_player_funnel_speed_bonus}} | ||
{{varcom| | {{varcom|{{portal2}}sv_player_funnel_well_above}} | ||
{{varcom | {{varcom|{{portal2}}sv_props_funnel_into_portals|1|arbitrary number|Enables funneling for objects such as {{ent|prop_weighted_cube}}s.}} | ||
{{varcom|{{portal2}}sv_props_funnel_into_portals_deceleration}} | |||
{{varcom|end}} | |||
Latest revision as of 07:56, 12 July 2024
Portal funneling is a game mechanic in the Portal series. It automatically corrects the positions of players and objects moving at a high speed towards a portal, so that they go perfectly into the portal rather than potentially hit the rim, much to the player's annoyance. It also appears to sometimes affect trajectory after the object goes through a portal. Note that players must be looking at a portal when funneling into it.
In Portal, funneling can be toggled in the options menu. In Portal 2 it can only be disabled by console command.
Related console commands and variables
| Cvar/Command | Parameters or default value | Descriptor | Effect |
|---|---|---|---|
| sv_player_funnel_into_portals | 1 | arbitrary number | Enables funneling. |
| 0 | arbitrary number | Prints debugging info to the console when funnel code is triggered. | |
| 1 | arbitrary number | Enables funneling when running on propulsion gel. (Note that the command spells "funneling" incorrectly.) | |
| 0.9 | arbitrary number [confirm] | When set to higher than 1, player trajectory will never be forced to be perpendicular to the portal after crossing it. | |
| 128 | hammer units | When the player is this far above a portal on the ground, funneling will occur. Below this height, none will happen. | |
Todo: Effect description. |
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Todo: Effect description. |
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Todo: Effect description. |
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| 1 | arbitrary number | Enables funneling for objects such as prop_weighted_cubes. | |
Todo: Effect description. |