Difference between revisions of "Gel (Portal 2)"

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(grammar correction)
Line 25: Line 25:
| $trigger_to_stop || stop
| $trigger_to_stop || stop
| $paint_type || 0 = Bounce, 2 = Speed, 3 = Conversion, 4 = Water
| $paint_type || 0 = Bounce,1= Stick, 2 = Speed, 3 = Conversion, 4 = Water

Revision as of 14:45, 10 July 2012

The Repulsion gel effect.

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.

Note.png Note: For gel to render properly, you must have at least one light entity.

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:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger gel_dropper-start Trigger 0.00 No
Note.png Note: Hammer will indicate that this is invalid. Ignore it.


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.

See Also

List of Dropper Instances