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PORTAL 1: Negative and Positive Gels

I'm attempting to make a gel that attracts two objects in Portal 1. You use the positive gel on one object, and a negative gel on another. Then the 2 objects come to each other. Is there a way of accomplishing this? I've tried parents path_tracks , but that didn't work too well.

Sounds like an awesome puzzle idea.

My Maps:
[spoiler][SP] Alternate[/spoiler]
Vordwann wrote:
Sounds like an awesome puzzle idea.

Do you have any ideas on how to make it work?

That would require some coding and/or scripting i geuss...

OmniCoder made a sticky gel mod, which is almost the same principal. He posted a topic about it a lil while ago...

[WIP] Sticky Gel Test

Edit:
Oops, didn't see it was for Portal 1. Nevermind then :)

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.
KenJeKenny!? wrote:
That would require some coding and/or scripting i geuss...

OmniCoder made a sticky gel mod, which is almost the same principal. He posted a topic about it a lil while ago...

[WIP] Sticky Gel Test

It's not for portal 2, it's for portal 1, so how would I add code to portal 1?
EDIT: I think that phys_magnets would work.. would they not? and if I were to make a cube or prop have a new skin when it's hit by the gel, activating a phys_magnet.. but I don't know how to add a NEW skin to cubes(as in another skin, not reskin, I already know how to do that)

First of all, might want to add [PORTAL] to the thread title just to clear things up. I can rename it if you want.

Second, phys_magnets would probably be the way to go, I hadn't even thought of them. To add a new skin, you'll have to decompile the cube model, modify the QC file, and then recompile it so there's a new skin. Not sure how well decompiling tools are working with P2, you might as well try it out.

Image
Now with 100% more inline comments!
WinstonSmith wrote:
First of all, might want to add [PORTAL] to the thread title just to clear things up. I can rename it if you want.

Second, phys_magnets would probably be the way to go, I hadn't even thought of them. To add a new skin, you'll have to decompile the cube model, modify the QC file, and then recompile it so there's a new skin. Not sure how well decompiling tools are working with P2, you might as well try it out.

nevermind, phys_magnets don't work. it only attracts metal objects on touch