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Prop tractor beam: Difference between revisions

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{{otherlang2
{{lang|Prop tractor beam}}{{p2 topicon}}
|ru = Prop tractor beam:ru
[[File:1024_excursionfunnel.jpg|thumb|right|300px|An excursion funnel in ''Portal 2''.]]
|fr= Prop tractor beam:fr
{{base point multi|prop_tractor_beam|game1=Portal 2|game2=Portal 2: Community Edition|icon=portal2}} It is a model that emits a <code>[[projected_tractor_beam_entity]]</code>.
}}
Excursion funnels are a puzzle element of ''Portal 2'' that work like tractor beams. Objects (like [[Npc_portal_turret_floor|turrets]] and [[Prop_weighted_cube|cubes]]) and players that touch blue funnels slowly drift away from the emitter, unaffected by gravity, or towards the emitter if the funnel is orange. Players can remove objects and themselves from the funnel but can not move against the flow.
[[File:1024_excursionfunnel.jpg|thumb|right|300px|An excursion funnel in [[Portal 2]].]]
{{Portal2 point|prop_tractor_beam}} It is a model that emits a <code>[[projected_tractor_beam_entity]]</code>.
 
Excursion funnels are a puzzle element of [[Portal 2]] that work like tractor beams. Objects (like [[Npc_portal_turret_floor|turrets]] and [[Prop_weighted_cube|cubes]]) and players that touch blue funnels slowly drift away from the emitter, unaffected by gravity, or towards the emitter if the funnel is orange. Players can remove objects and themselves from the funnel but can not move against the flow.


Like [[bridge (Portal 2)|bridges]] and [[laser (Portal 2)|lasers]], funnels can be extended through [[portals]].
Like [[bridge (Portal 2)|bridges]] and [[laser (Portal 2)|lasers]], funnels can be extended through [[portals]].


==Keyvalues==
==Keyvalues==
{{KV|Linear Force|float|Linear force to apply to objects in the beam. The color and direction of spin will automatically change when the value becomes negative. Most Valve created Excursion Funnels have a linear force of 250, so likewise the reverse funnel should be -250.}}
{{KV|Linear Force|float|Linear force to apply to objects in the beam. The color and direction of spin will automatically change when the value becomes negative. Most Valve-created Excursion Funnels have a linear force of 250, so likewise the reverse funnel should be -250.}}
:{{bug|All funnels on screen are rendered with the same speed, causing a flickering effect if the speeds are different. Ensure the player is never able to see multiple funnels moving at different speeds. (Funnels moving at the same speed in opposite directions, for example 250 and -250, are fine.)}}
:{{bug|All funnels on screen are rendered with the same speed, causing a flickering effect if the speeds are different. Ensure the player is never able to see multiple funnels moving at different speeds. (Funnels moving at the same speed in opposite directions, for example 250 and -250, are fine.)}}
{{KV|Disable Emitter Particles|boolean|Disable the whirly particles on the emitter.}}
{{KV|Disable Emitter Particles|boolean|Disable the whirly particles on the emitter.}}
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{{KV|Primary Color|color255|Colour of the funnel when it is moving forwards.|only={{P2CE}}}}
{{KV|Primary Color|color255|Colour of the funnel when it is moving forwards.|only={{P2CE}}}}
{{KV|Secondary Color|color255|Colour of the funnel when it is moving backwards.|only={{P2CE}}}}
{{KV|Secondary Color|color255|Colour of the funnel when it is moving backwards.|only={{P2CE}}}}
{{KV Targetname}}
{{KV Parentname}}
{{KV Angles}}
{{KV BaseProjector}}
{{KV BaseProjector}}
{{KV Reflection}}
{{KV Reflection}}
{{KV BaseEntity}}
{{KV BaseAnimating|portal2=1}}


==Inputs==
==Inputs==
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{{IO|SetPrimaryColor|Changes the primary colour of the funnel.|param=color255|only={{P2CE}}}}
{{IO|SetPrimaryColor|Changes the primary colour of the funnel.|param=color255|only={{P2CE}}}}
{{IO|SetSecondaryColor|Changes the secondary colour of the funnel.|param=color255|only={{P2CE}}}}
{{IO|SetSecondaryColor|Changes the secondary colour of the funnel.|param=color255|only={{P2CE}}}}
{{I Targetname}}
{{I Parentname}}
{{I BaseProjector}}
{{I BaseProjector}}
{{I Reflection}}
{{I BaseEntity}}
{{I BaseAnimating}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}


==Creation==
==Creation==
Each funnel consists of a prop_tractor_beam and a [[clip texture|player clip]] in front. Funnels often have a [[light]] in front of them for a soft blue glow (with an approximate ''brightness'' of ''50 120 250 50''). This is sometimes left out when the beam is reversible because it conflicts with the orange color of the funnel; a simple workaround, however, is to place two lights - one blue, one orange - and have them be enabled/disabled by the same event as that which reverses the funnel.
Each funnel consists of a prop_tractor_beam and a [[clip texture|player clip]] in front. Funnels often have a {{ent|light}} in front of them for a soft blue glow (with an approximate ''brightness'' of ''50 120 250 50''). This is sometimes left out when the beam is reversible because it conflicts with the orange color of the funnel; a simple workaround, however, is to place two lights—one blue, one orange—and have them be enabled/disabled by the same event as that which reverses the funnel.


===Grating Walls===
===Grating Walls===
In order to create a wall that will let the tractor beam to go through it but it will block players or a [[prop_weighted_cube]] from passing through, three separate brushes/entities must be combined.
In order to create a wall that will let the tractor beam to go through it but it will block players or a {{ent|prop_weighted_cube}} from passing through, three separate brushes/entities must be combined.


*[[func_brush]] brush entity with a Solidity property set to "Never Solid" (will be the only visible brush to the player)
*{{ent|func_brush}} brush entity with a Solidity property set to "Never Solid" (will be the only visible brush to the player)
*[[clip texture|player clip]] brush will block player's movements
*[[clip texture|player clip]] brush will block player's movements
*[[func_clip_vphysics]] brush entity will block weighted cube movement
*{{ent|func_clip_vphysics}} brush entity will block weighted cube movement
If [[prop_paint_bomb|Paint Bombs]] are present, a [[filter_activator_class]] will be needed to allow the paint to pass through the grating.
If [[prop_paint_bomb|Paint Bombs]] are present, a {{ent|filter_activator_class}} will be needed to allow the paint to pass through the grating.


== External links ==
== External Links ==
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=335. Example map] with a VMF included.
[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=335. Example map] with a VMF included.
 
[[Category:Portal 2 Level Design]][[Category:Portal 2 Tutorials]]
[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Tutorials]]

Revision as of 18:32, 10 May 2022

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An excursion funnel in Portal 2.

Template:Base point multi It is a model that emits a projected_tractor_beam_entity. Excursion funnels are a puzzle element of Portal 2 that work like tractor beams. Objects (like turrets and cubes) and players that touch blue funnels slowly drift away from the emitter, unaffected by gravity, or towards the emitter if the funnel is orange. Players can remove objects and themselves from the funnel but can not move against the flow.

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

Keyvalues

Linear Force ([todo internal name (i)]) <float>
Linear force to apply to objects in the beam. The color and direction of spin will automatically change when the value becomes negative. Most Valve-created Excursion Funnels have a linear force of 250, so likewise the reverse funnel should be -250.
Icon-Bug.pngBug:All funnels on screen are rendered with the same speed, causing a flickering effect if the speeds are different. Ensure the player is never able to see multiple funnels moving at different speeds. (Funnels moving at the same speed in opposite directions, for example 250 and -250, are fine.)  [todo tested in ?]
Disable Emitter Particles ([todo internal name (i)]) <boolean>
Disable the whirly particles on the emitter.
Use 128 model ([todo internal name (i)]) <boolean>
Use the tractor beam projector model that fits within a 128 unit square (the default model is 167 units wide)
Primary Color ([todo internal name (i)]) <color255> (only in Portal 2: Community Edition)
Colour of the funnel when it is moving forwards.
Secondary Color ([todo internal name (i)]) <color255> (only in Portal 2: Community Edition)
Colour of the funnel when it is moving backwards.

BaseProjector:

Start Enabled (StartEnabled) <boolean>
If the projector should start enabled.
Disable Placement Helper (DisableHelper) <boolean>
Disable the automatically-created placement helper to prevent it from fighting with a custom one.
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history

Inputs

SetLinearForce <floatRedirectInput/float>
Set the linear force applied to objects in the beam. Standard value: 250, negative numbers can be used to reverse the flow.
SetPrimaryColor <color255RedirectInput/color32> (only in Portal 2: Community Edition)
Changes the primary colour of the funnel.
SetSecondaryColor <color255RedirectInput/color32> (only in Portal 2: Community Edition)
Changes the secondary colour of the funnel.
BaseProjector:
Enable
Enables projection from this projector.
Disable
Disables projection from this projector.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

Outputs

Creation

Each funnel consists of a prop_tractor_beam and a player clip in front. Funnels often have a light in front of them for a soft blue glow (with an approximate brightness of 50 120 250 50). This is sometimes left out when the beam is reversible because it conflicts with the orange color of the funnel; a simple workaround, however, is to place two lights—one blue, one orange—and have them be enabled/disabled by the same event as that which reverses the funnel.

Grating Walls

In order to create a wall that will let the tractor beam to go through it but it will block players or a prop_weighted_cube from passing through, three separate brushes/entities must be combined.

  • func_brush brush entity with a Solidity property set to "Never Solid" (will be the only visible brush to the player)
  • player clip brush will block player's movements
  • func_clip_vphysics brush entity will block weighted cube movement

If Paint Bombs are present, a filter_activator_class will be needed to allow the paint to pass through the grating.

External Links

Example map with a VMF included.