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Puzzle Idea: use tubes to redirect excursion funnels

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I don't think anyone has had any luck getting gels to fire trigger brushes.

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If the tubes are not see-through the gels wouldn't have to fire any triggers. By pressing the buttons that rotate the tubes you'd just take different paths through a tree-like logical structure. You'd have outlets for the gels, and which outlets activate depends on the buttons you pressed.
The rotating tubes would be nothing more than a visual representation of the logical path you took by pressing the buttons a number of times.
If there is a possibility to retrieve the number of times a button has been pressed and then do some simple math on that number this would probably be the easiest way.
If such an option doesn't exist the triggers might get very complicated as you would have to implement some sort of cyclical logic structure for every button.

The simple math would just involve a modulus function of current number % 4, and I'm sure that Hammer would have that kind of function in one of their logic gates

raulness wrote:
A more realistic idea would maybe be having to make a set of tubes line up in a specific manner using buttons in order for you to successfully receive a certain paint gel.

So you would still need a funnel to transport the gel along? When they hit any object the blobs explode.

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chickenmobile wrote:
raulness wrote:
A more realistic idea would maybe be having to make a set of tubes line up in a specific manner using buttons in order for you to successfully receive a certain paint gel.

So you would still need a funnel to transport the gel along? When they hit any object the blobs explode.

Is there any physics entities that move gel? I.E. point_push, trigger_push, etc.

if so you could make a ring of pushes that force the gel to keep a line, or use a trigger_gravity to force it to go the direction you want. It must be possible since it's done muliple times in the campaign.

Image

[Didnt read all the replies]

You may be able to use world portals inside of the tubes to generate the same effect. If you position the world portals at a diagonal near the center of the curve you may be able to redirect it where you want without it having too big of a visual impact on it. If you put the world portals square with the in/out sides, looking at it might be a bit confusing.

I'm not sure how dynamic you want this to be (hitting buttons to move a tube into place), but I'd think making the tube the parent of the world portal should make it stay in place. Or, just have it when the tube moves into the position its intended to be used in you just activate the world portals that are already in place.

Groxkiller585 wrote:
It must be possible since it's done muliple times in the campaign.

Such as where? All of the paint tubes have the paint spawn fairly closely to the mouth of the tube model. At no point does paint actually traverse through tubes.

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msleeper wrote:
Groxkiller585 wrote:
It must be possible since it's done muliple times in the campaign.

Such as where? All of the paint tubes have the paint spawn fairly closely to the mouth of the tube model. At no point does paint actually traverse through tubes.

I thought he meant that they pushed the paint to move farther than it normally should under normal gravity. I think sometimes the paint is guided onto certain surfaces, and it seems a bit wierd how far the paint flies sometimes.

Image
I'm pretty sure that's what he meant.

Oh shit, I totally did not remember that happening. Can anyone decompile and see how that effect is made?

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