Prop tractor beam: Difference between revisions

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[[File:1024_excursionfunnel.jpg|thumb|right|300px|An excursion funnel in Portal 2]]
[[File:1024_excursionfunnel.jpg|thumb|right|300px|An excursion funnel in [[Portal 2]].]]
'''Excursion funnels''' are a puzzle element of [[Portal 2]] that work like a tractor beam. Objects (like [[turret (Portal 2)|turrets]] and [[cube|cubes]]) and players that touch a blue funnel slowly drift away from its emitter, unaffected by gravity. Players can move and grab objects out of them, but can not move against them.


Excursion funnels are a game mechanic in Portal 2 which can be thought of as tractor beams. When a physics prop or the player enters an excursion funnel, they are held inside the funnel and slowly pushed through the funnel until they reach the end (excursion funnels are eventually cut off, typically by a brush or a static prop) at which point they remain still until the funnel is disabled. The player can leave the funnel at any time by moving towards the edge until dropping out of the beam. The player can also remove physics props from the funnel by grabbing them with the Use key.
Some funnels are connected to a [[button (Portal 2)|button]]. When activated, these funnels reverse direction and turn orange, drawing things towards their emitter instead of pushing things away.


Like [[Light Bridge|light bridges]], excursion funnels can be extended by placing a portal at one end and the other portal somewhere else in the map.
Like [[bridge|bridges]], [[wall|walls]], and [[laser|lasers]], funnels can be extended through [[portal|portals]].


== Creating an Excursion Funnel ==
==Creation==
Creating an excursion funnel is a fairly straightforward process. Each funnel consists of a point entity called [[prop_tractor_beam]]. Valve typically puts a [[clip texture|player clip]] brush in front of the prop_tractor_beam model as well as a [[light]] to give a soft blue glow to the area around the model (brightness level of approximately ''50 120 250 50'' is appropriate).
Each funnel consists of a [[prop_tractor_beam]], with a [[clip texture|player clip]] in front as well as a [[light]] for a soft blue glow (with an approximate ''brightness'' of ''50 120 250 50'').


To control the flow of an excursion funnel, change the ''LinearForce'' keyvalue of the prop_tractor_beam. You can do this via the input ''SetLinearForce''. LinearForce determines how much force is applied to objects in the funnel. A negative value will reverse the flow. Two good values are 250 and -250 for forward and backward flow, respectively.
===Changing Direction===
To alter the direction of an excursion funnel, invert the ''LinearForce'' [[keyvalue]] of its [[prop_tractor_beam]]. The input ''SetLinearForce'' can be used.


== See Also ==
==Example==
* [[Portal 2 Level Creation]]
* [[prop_tractor_beam]]
 
== External Links ==
[http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=335 Example map] (includes both vmf and bsp)
[http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=335 Example map] (includes both vmf and bsp)


[[Category:Portal 2 Level Design Tutorials]]
[[Category:Portal 2 Level Design Tutorials]]

Revision as of 10:25, 28 April 2011

An excursion funnel in Portal 2.

Excursion funnels are a puzzle element of Portal 2 that work like a tractor beam. Objects (like turrets and cubes) and players that touch a blue funnel slowly drift away from its emitter, unaffected by gravity. Players can move and grab objects out of them, but can not move against them.

Some funnels are connected to a button. When activated, these funnels reverse direction and turn orange, drawing things towards their emitter instead of pushing things away.

Like bridges, walls, and lasers, funnels can be extended through portals.

Creation

Each funnel consists of a prop_tractor_beam, with a player clip in front as well as a light for a soft blue glow (with an approximate brightness of 50 120 250 50).

Changing Direction

To alter the direction of an excursion funnel, invert the LinearForce keyvalue of its prop_tractor_beam. The input SetLinearForce can be used.

Example

Example map (includes both vmf and bsp)