PORTAL 1: Negative and Positive Gels
Quote from IAmCaveJohnson on June 30, 2011, 12:58 pmI'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.
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.
Quote from Vordwann on June 30, 2011, 2:21 pmSounds like an awesome puzzle idea.
Sounds like an awesome puzzle idea.
[spoiler][SP] Alternate[/spoiler]
Quote from IAmCaveJohnson on June 30, 2011, 2:34 pmVordwann wrote:Sounds like an awesome puzzle idea.Do you have any ideas on how to make it work?
Do you have any ideas on how to make it work?
Quote from KenJeKenny!? on June 30, 2011, 4:06 pmThat 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...
Edit:
Oops, didn't see it was for Portal 1. Nevermind then
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...
Edit:
Oops, didn't see it was for Portal 1. Nevermind then ![]()
Quote from IAmCaveJohnson on June 30, 2011, 4:45 pmKenJeKenny!? 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...
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)
OmniCoder made a sticky gel mod, which is almost the same principal. He posted a topic about it a lil while ago...
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)
Quote from WinstonSmith on June 30, 2011, 7:16 pmFirst 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.
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.
Quote from IAmCaveJohnson on June 30, 2011, 7:48 pmWinstonSmith 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
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

