Fr/Prop tractor beam

Les tunnels d'excursions sont dans Portal 2 des sortes de rayons tracteurs. Les objets (Comme par exemple les turrets ou les cubes) et les joueurs qui effleurent ou rentrent le rayon sont directement tractés et poussés, sans prendre en compte la gravité. La faible force du rayon fait avancer tous corps se trouvant dans ce dernier lentement. Il peut servir à pousser des objets, ou même les attirer vers l'émetteur selon son sens de poussé.
Certains tunnel d'excursion, ou du moins le générateur, sont reliés à un boutton. Lorsqu'il est activé, le rayon pousse dans la direction opposé, donc attire au lieu de pousser, et vire à la couleur orange.
Comme les ponts et leslasers, les tunnels peuvent être prolongés à travers les portails.
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.

- 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) <bool >
- 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 > (depuis
)
- 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.
- SetParent <chaîne >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <chaîne >
- 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 <chaîne >
- 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 (depuis
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (depuis
)
- 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 colour 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.
In order to create a wall that will let the tractor beam to go through it but it will block player's 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
External links
- Example map using this tutorial. VMF included.