[WIP] Sticky Gel Test
Explanation
||The triggers to detect the gel blobs contain Euler angles to rotate the world to. When gel hits them they activate a second trigger to detect the player (and deactivate it if they sense water).
When the player touches one of those triggers, everything is either parented to the world or has a "marker" target parented to the world, then the script rotates the world to the Euler angles given by the initial trigger.
Then everything is unparented, and things with markers are teleported to their markers' position and angles (right now this is just the player and portals, but it could be used for other entities if necessary).
There's a bit of additional logic to make sure any projectors and world portals are disabled and enabled properly with the rotation, to update their new position, but that's the gist of it.
As the triggers themselves contain the angles, and they're absolute, gimbal lock isn't an issue (but it takes a lot of trial and error to add an angle that wasn't used before, which is why right now I'm sticking to cardinal directions). It's funny--you find the angles in Squirrel and set them in Hammer, whereas I find the angles in Hammer and set them in Squirrel.||
sicklebrick wrote:
Heh, seems our implementations are pretty similar at the core of it though ^^
Yes. Lambda's is way out there, though, I can't imagine how he got it working at all. He explained it to me a while back, but I still don't really understand it.
Looks really nice and I hope you really gonna use it for a map or two.
You can coat them in it, like with blue or red, but it doesn't colour them or anything.
Also when coated, they don't slide on red paint properly (old bug I guess) but other than that they behave normally - which makes for some interesting puzzle concepts, like:
-Standing on ceiling next to a dropper, place 2 floor portals, and catch the cube as it's on its way up. Through lasers or something for example.
-Placing cubes in positions you'll reach later via the ceiling.
-Climbing above buttons and dropping cubes, etc.
It seems very much like they never intended cubes to stick to walls with you, based on what sticky code is still in the game. Felix's implementation does allow sticky cubes though ^^
sicklebrick wrote:
You can coat them in it, like with blue or red, but it doesn't colour them or anything.
Also when coated, they don't slide on red paint properly (old bug I guess) but other than that they behave normally...
One note--FrankenTurrets and other objects that change rendercolor when painted (such as testchamber doors) will turn speed_paint_color when coated, but have no other effect (not even the no-sliding effect).