Prop tractor beam: Difference between revisions
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==Inputs== | ==Inputs== | ||
{{IO|SetLinearForce|Set the linear force applied to objects in the beam.|param=float}} | {{IO|SetLinearForce|Set the linear force applied to objects in the beam. Standard value: 250, negative numbers can be used to reverse the flow.|param=float}} | ||
{{I Targetname}} | {{I Targetname}} | ||
{{I Parentname}} | {{I Parentname}} |
Revision as of 09:56, 29 November 2019

Template:Portal2 point 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.
- 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)
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Inputs
- SetLinearForce <float >
- Set the linear force applied to objects in the beam. Standard value: 250, negative numbers can be used to reverse the flow.
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Enable
- Enables projection from this projector.
- Disable
- Disables projection from this projector.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
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.