Gel (Portal 2): Difference between revisions
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===See Also=== | ===See Also=== | ||
[[Dropper_(Portal_2)#List_Of_Instances|List of Dropper Instances]] | *[[Dropper_(Portal_2)#List_Of_Instances|List of Dropper Instances]] | ||
*[[Trigger_paint_cleanser|trigger_paint_cleanser]] | |||
[[Category:Portal 2 Level Design]] | [[Category:Portal 2 Level Design]] | ||
[[Category:Portal 2 Tutorials]] | [[Category:Portal 2 Tutorials]] |
Revision as of 10:11, 16 April 2013
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 and coloring it if blue or orange. 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 main types of gel. 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 $paint_sprayer gel_sprayer $trigger_to_start start $trigger_to_stop stop $paint_type 0 = Bounce, 1= Stick, 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:

Notes
1. For paint to function in your map you need to turn on the flag "Paint in map" in the map properties. This includes sticking to surfaces as well as affecting physics objects; boxes will look painted, but they will not act painted.
2. For paint to stick to surfaces you NEED to run RAD on Fast or Normal, otherwise it will only coat certain entities like turrets and cubes.
3. Gels won't appear if the maps are leaked.