Prop tractor beam

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. Players can remove objects and themselves from the funnel but can not move against the flow.
Some funnels are connected to buttons. 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.
Keyvalues
- 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
- 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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- LinearForce ([todo internal name (i)]) <integer>
- How fast objects in the funnel move. Portal 2 uses 250 normally. Negative values automatically switches to the orange sucking effect.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SetLinearForce <integer >
- Changes the LinearForce keyvalue at runtime, can be used to reverse the funnel at runtime.
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) but not when the beam is reversible because it conflicts with the orange colour of the funnel.
See also
External links
- Example map using this tutorial. VMF included.