Gel creating/modding
NocturnalGhost wrote:
Fuck knows how he did it though.
It looks like a prop_paint_bomb is spawned & it's not a proper custom gel type using info_paint_sprayer.
Then I guess there are triggers on the walls (trigger_multiple with filter_activator_name/class) that spawn a template (point_template with env_entity_maker) at the !activator position (onStartTouch;entitymakername;forceSpawnAtEntityOrigin;!activator), & this spawns trigger_hurts, particle fx etc wherever the paint bomb splats.
It's probably possible to use the same technique on info_paint_sprayer gel, but would be expensive & messy with the huge amount of ents being template spawned.
I think that's the limit of i/o in changing paint properties. I wonder if vscript could do more?
I say: **** those wimps, I want my glue gel 
But yeah, sticky gel would, as it changes perspective and if you do that repeatedly enough times at a certain frequency, it'll cause everyone but the most stout-stomached to become sick. It's science.
But you can use the "Portal 1 method" if you feel ambitious, you cover the floors and walls with a grid of little triggers to detect specific prop_paint_bombs and spawn something when they're detected. This means you can't use gel streams, and it really limits how you can build the map, but it's pretty much the only way.
Of course, if you don't want the gel to do different things depending on the angle of the wall (unlike all the original ones), you can do what Reepblue did here--use a fancy point_template for your gel bomb, with OnExploded spawning something else. That's how I made antigravity gel a while back. It spawned a spherical trigger_vphysics_motion around where it landed that reversed gravity within it.
And if you want another gel color to use, buffer overflow gel 6 is a fairly safe one. Carl's using it for Adhesion Gel and 1 for Reflection Gel, since 6 has purple splatters and printable texture names (materials/paintblob for the color of the blobs, CPropPaintBomb for the particle effect when it splatters).