Prop tractor beam: Difference between revisions
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{{langsp}}{{p2 topicon}} | {{langsp}}{{p2 topicon}} | ||
[[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''.]] | ||
{{this is a|e0|name=prop_tractor_beam|game=Portal 2| | {{this is a|e0|name=prop_tractor_beam|game=Portal 2|game1=P2CE}}<br> | ||
It is a model that emits a <code>[[projected_tractor_beam_entity]]</code>.<br> | It is a model that emits a <code>[[projected_tractor_beam_entity]]</code>.<br> | ||
Excursion funnels are a puzzle element of ''Portal 2'' that work like tractor beams. | Excursion funnels are a puzzle element of ''Portal 2'' that work like tractor beams. |
Revision as of 01:14, 14 May 2024
prop_tractor_beam
is an e0 available in Portal 2 and
Portal 2: Community Edition.

- The {{{game1}}} parameter is inconsistent with the name defined by the {{P2CE}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Portal 2: Community Edition.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
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.
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.) [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
)
- Colour of the funnel when it is moving forwards.
- Secondary Color ([todo internal name (i)]) <color255> (only in
)
- 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
)
- 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.
- SetPrimaryColor <color255 > (only in
)
- Changes the primary colour of the funnel.
- SetSecondaryColor <color255 > (only in
)
- Changes the secondary colour of the funnel.
- Enable
- Enables projection from this projector.
- Disable
- Disables projection from this projector.

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.