Creating A GPellet mechanism

The raTTail Gravity-Pellet (or GPellet for short) is a custom test element designed by KatzRool using the Portal 2 Authoring tools. It (The Dropper) drops a ball of energy that glows, hums, explodes on contact with any surface, destroys physics objects and activates the GPellet Receiver.
== Downloads ==
To get the necessary files for the GPellet, download this zip file
(Dropbox Link)
and follow the readme.txt inside the *.zip to install.
== Creation: ==
These are the steps to creating a GPellet mechanism with a Dropper and Receiver. Modify the instances as required.
== Dropper ==
* Outputs are in the format My output named\Target entities named\Via this input\With a parameter override of\After a delay in seconds of\Fire once only?
* Placement
# Create a room with 32 Unit thick walls.
# Use the Clipping tool to cut a 128*128 hole in the CEILING. This has to have a Portalable surface below it.
# Create a func_instance with the entity tool and place it in the centre of the hole from the top view. Set the Fix Up Name value to (droppernamehere), I'll be using gdropper_01 for this tutorial. Then, set the VMF Filename value to instances/gameplay/gpellet_dropper_normal.vmf. Adjust the instance so that the brush is flush with the ceiling.
* Logic
# If you want to have the dropper start enabled, create a logic_auto with this output: OnMapSpawn\gdropper_01\instance:logic_enable;Trigger\<none>\0\No
# If however you wish for the dropper to be toggleable then do the following: Create a toggleable trigger (I'll be using a prop_floor_button for this). The button will have the outputs: OnPressed\gdropper_01\instance:logic_enable;Trigger\<none>\0\No and OnUnPressed\gdropper_01\instance:logic_off;Trigger\<none>\0\No.
# To PERMANENTLY disable the dropper, with no re-enabling (use this when the receiver has been activated) create an output on any entity: (output)\gdropper_01\instance:logic_disable;Trigger\<none\0\No.
# To use the dropper you need to use a prop_button entity or anything that has a second output exactly one second after the first output. If you use a prop_button, always set the Delay before reset value to 1. Create two outputs from the prop_button: OnPressed\gdropper_01\instance:logic_dropper_open;Trigger\<none>0\No and OnButtonReset\gdropper_01\instance:logic_dropper_close;Trigger\<none>\0\No.
* Now test the dropper!
== Receiver ==
* Outputs are in the same format as in the previous item's tutorial.
* Placement
# You should already have a room and/or complex from the previous item's tutorial.
# Use the Clipping tool to cut a 128*128 hole in the surface that you want the receiver to be.
# Create a func_instance with the entity tool and place it in the centre of the hole from the top view. Set the Fix Up Name value to (receivernamehere), I'll be using greceiver_01 for this tutorial. Then, set the VMF Filename value to instances/gameplay/gpellet_recieve.vmf. (Note that the spelling mistake of receive is the actual name of the instance.) Adjust the instance so that the brush is flush with the surface.
*Logic: (This part is much more simple than the dropper.)
# Create a logic_relay with the name receive_logic_out_01.
# Create an output from the func_instance: instance:receive_logic;OnTrigger\receive_logic_out_01;Trigger\<none>\0\No
# Create an output from receive_logic_out_01: OnTrigger\gdropper_01\instance:logic_disable;Trigger\<none>\0\No (This permanently disables the dropper).
# Now create your desired outputs from receive_logic_out_01 and happy mapping!
*Thanks, and have fun!