Gel (Portal 2): Difference between revisions
(Added two notes on how to make gel work in your maps, hope it helps someone!) |
Shaprepenr (talk | contribs) (→Creating a Gel Dropper: the tutorial was completely wrong and results and in no results. Modified to make it work.) |
||
Line 17: | Line 17: | ||
| VMF Filename || instances/gameplay/paint_dropper.vmf | | VMF Filename || instances/gameplay/paint_dropper.vmf | ||
|- | |- | ||
| $trigger_to_start || | | $trigger_to_start || start | ||
|- | |- | ||
| $trigger_to_stop || | | $trigger_to_stop || stop | ||
|- | |- | ||
| $paint_type || 0 = Bounce | | $paint_type || 0 = Bounce, 2 = Speed, 3 = Conversion, 4 = Water | ||
|} | |} | ||
Line 31: | Line 31: | ||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | ||
|- | |- | ||
| [[Image:Io11.png]] || OnTrigger || gel_dropper || | | [[Image:Io11.png]] || OnTrigger || gel_dropper-start || Trigger || || 0.00 || No | ||
|} | |} | ||
3. Hammer | 3. Hammer will indicate that this is invalid. Ignore it. | ||
===Notes=== | ===Notes=== |
Revision as of 03:31, 18 May 2011
Gel or paint is a puzzle element of Portal 2. It flows out of droppers in blobs, and covers any surface or object it splashes on, changing its physical properties. Water streams behave the same way gel does, but cleans gel off surfaces. Gel streams can be redirected with portals and funnels.
There are three types of gel, and water. Repulsion gel is blue, and causes things to bounce around. Propulsion gel is orange, and makes objects slippery and players move quickly. Conversion gel is white, and allows the placement of portals.
Creating a Gel Dropper
1. Create a func_instance entity with the following properties:
Property Name Value Fix up Name gel_dropper VMF Filename instances/gameplay/paint_dropper.vmf $trigger_to_start start $trigger_to_stop stop $paint_type 0 = Bounce, 2 = Speed, 3 = Conversion, 4 = Water
If the cube dropper doesn't show up then save and reload so you can position it properly.
2. Create the entity you want to activate the gel dropper, such as a trigger_once at the entrance to the room, and give it the following outputs:
3. Hammer will indicate that this is invalid. Ignore it.
Notes
1. For paint to function in your map you need to turn on the flag "Paint in map" in the map properties.
2. For paint to stick to walls you NEED to run RAD on Fast or Normal, otherwise it will only coat certain entities like turrets and cubes.