Felix's Hammer Notepad
First is Monday's test element: Stasis Gel and the Stasis Gun!
[youtube:1562i8t8]EFZ3aMeCzUE[/youtube:1562i8t8]
Tired of the traditional mobility gels? Felix Griffin presents...Immobility Gel!
The effects were inspired by the Slaver stasis fields in Larry Niven's books. This gel simply puts a stasis field around anything it hits. Cubes, being solid, can actually be affixed in place in midair, while turrets simply jam up.
The viewmodel is the SSMOD Flamethrower, the particles are my own. Note how the gel is very good at determining what surface to stick to, except in the "corner case": if you shoot it at a concave corner, it forms a strange spherical shell instead. It's not a bug, it's a feature. : )
All these cubes are unmodified prop_weighted_cubes, and the turrets are npc_portal_turret_floors; there's no special coding on them. It's all in the gel. With one instance this object can be dropped into your own maps...as soon as I find a good way to package it.
EDIT: How do I embed a video?
Looking forward to yesterday's and today's elements.
Yes, water can undo its effects: that's what the secondary fire of the stasis gun sprays, although it's hard to see in the video. That's what I was using to turn off the stasis fields.
[youtube:bdhfqhek]tvRHwON-QB0[/youtube:bdhfqhek]
I suggest you change the blue splats of the bounce gel to white
And I will change those particles, it looks better with the Conversion Gel ones.
[youtube:302kkeld]4TbZh28q_b0[/youtube:302kkeld]
[youtube:302kkeld]7uOVb7g143Q[/youtube:302kkeld]
[youtube:302kkeld]tWlEyD3cNFg[/youtube:302kkeld]
Enjoy.
This first phase combines a Gluon Gun, a Tau Cannon, and a Zero-Point Energy Field Manipulator. The lab boys over at Black Mesa built all of these, but apparently never considered duct-taping them all together. Honestly, they call themselves "scientists"...
Due to a glitch in my screencast software that I didn't see until now, this video is in two parts. The first whows the primary-fire (the Gluon Gun), although as you can see it still has a few flaws (it only vaporizes things at the end of the beam, not in the middle).
[youtube:35tbw0zb]pMWmk7yIUWw[/youtube:35tbw0zb]
The secondary-fire is a Gravity Gun primary-fire that charges up like a Tau Cannon/Gauss Gun secondary-fire. This lets you control how much force you launch the object with. Just be careful not to overcharge it.
[youtube:35tbw0zb]mMGXH1LPbPw[/youtube:35tbw0zb]
This is all built in Hammer, without any scripts. There was going to be a script, but it broke. So now it's pure Hammer. Science from scratch!
The other parts of the multitool are a standard Portal Gun and an Aperture Gluon Gun, which I called a Stasis Gun in my previous video. It's literally a "gluon" gun--you pull the trigger and it puts "glue on" stuff.
Another recording of the antigrav gel, showing that sv_cheats is 0 and noclip is off. 
[youtube:3aisciq8]v5rh8d04hwc[/youtube:3aisciq8]
Security Turrets from Bastion, although I wish I had a better model for them.
[youtube:3aisciq8]v8Xdnvg6FP4[/youtube:3aisciq8]
Various objects from Braid. I showed this before, but the audio was horrible.
[youtube:3aisciq8]ikl83twH61k[/youtube:3aisciq8]
Yesterday, some progress on the Ice-Nine. When water splashes near it it freezes with a cool effect, but for some reason VALVe removed both methods I know of to change the player's friction from Portal 2. So for now you just go four times as fast.
[youtube:3aisciq8]85lMoVuEJcI[/youtube:3aisciq8]
FelixGriffin wrote:
There is, but I didn't realize it until way after I built that map. I'll just have the script lay down path_tracks at the recorded points and send a viewcontrol along it, when the player stands up it'll just keep rewinding until it hits the next recorded point.
That seems awesome, really looking forward a video on that 
[youtube:jymt4s3k]0Zp8XcMdc3w[/youtube:jymt4s3k]
[youtube:2b4j6by9]ZEHZRpkBshc[/youtube:2b4j6by9]
It's pretty glitchy, and only works on south-facing walls, but I'll be fixing it tomorrow. I've only been working on this for two days now.
And unlike Omnicoder or the other implementor, I plan to release a map with this soon (as well as a VMF and instances, of course). 
Still, very cool, and if you can smooth over the bumps I am eager to see how it comes out.
And do you think ceiling walking is possible, too?
You sir have my deepest respect for this! My dream came true!!!
P0p: I still can't figure out how Omni did that. The obvious solution is a trigger_vphysics_motion to cancel out gravity and apply a linear force, but unlike gravity the force would affect objects with different masses differently. I'll just use that method for now, though, it's far better than nothing.
EDIT: Aha! A trigger_push without the "scale properly for entity mass" flag checked simulates gravity almost perfectly!
[youtube:3ei5i57e]INje2dKyZyo[/youtube:3ei5i57e]