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Adhesion/Reflection Gel?

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My philosophy is: what's the point in making something if you aren't going to share it.

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Yeah, I feel the same way. I'd love to see how he did the Adhesion gel, even if I don't use it in anything

Is there a way to detect this gel in a script? I've been playig with the Sendificator, making it send Frankenturrets and Bumbleballs, and I found that its laser stops when it hits reflection gel.

Falsi sumus crusto!

only gel bombs can be detected, as physics objects.
you use triggers to detect them.

FelixGriffin wrote:
Is there a way to detect this gel in a script? I've been playig with the Sendificator, making it send Frankenturrets and Bumbleballs, and I found that its laser stops when it hits reflection gel.

I have no idea. I haven't seen any API for getting the surface type of a wall, so I doubt that it's possible.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
spongylover123 wrote:
Groxkiller585 wrote:
lpfreaky90 wrote:
The adhesion somewhat works but can cause complete loss of orientation, which can get people really sick :P

The gel is completely broken as of dlc2: VALVe replaced Sticky Gel's ID with reflecto-gel, so now TWO ids point to reflecto-gel and none point to sticky gel. (BTW, omni's method would still work. I know it, but I can't tell anyone how, because i'm not sure if he'd mind given it's been awhile. )

Let me guess, it's modifying the current client.dll or adding a texture Valve didn't add to the game.

No, it is much, much simpler than that...

..but again, I can't say, because I'm not sure if he wants me too. I'll ask though.

Image

Then shut up about it if you two are going to be 2kool to share with class.

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I dunno, if I found or created something interesting, I'd release it to the community right away or ASAP. I even thought of an "Aperture Innovators Initiative" where people could trade/create new elements for mapping (if only I was awesome at Hammer...I have so much ideas that I can't create). We would also take less experienced people's ideas and try to teach them how to make what they want. I guess it's cause I want that to exist already. Oh well, I can dream. And practice. And dream of practicing.

Favorite theme: Retro Aperture

Now let's solve this thing! ^^
kariko wrote:
I dunno, if I found or created something interesting, I'd release it to the community right away or ASAP. I even thought of an "Aperture Innovators Initiative" where people could trade/create new elements for mapping (if only I was awesome at Hammer...I have so much ideas that I can't create). We would also take less experienced people's ideas and try to teach them how to make what they want. I guess it's cause I want that to exist already. Oh well, I can dream. And practice. And dream of practicing.

That would be really cool...maybe it could be implemented with instances and the editoritems.txt, then using puzzle creator? If there were a program to read in zip files containing an instance and an editoritems keyvalue, possibly...

groxkiller wrote:
No, it is much, much simpler than that...

Dropping a trigger_once parented to a func_physbox as well, which would affect anything that it hit, maybe? Let's keep randomly guessing, eventually we might get it. :lol:

Falsi sumus crusto!

I'm unsure whether or not it's going to be released, it's quite difficult to map for and occasionally a bit buggy. And you likely won't guess how it works, it's not really optimal. I'm still looking to see if there is a better way to do it.

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