Controlling gel coverage
I have a map which involves dropping repulsion gel onto a flip panel, and washing it off. There is a slight problem whereby a player who messes about with the droppers enough may succeed in getting the panel only partially covered in gel, and thus bypass the intended puzzle. My question is, is there a way of using Hammer to ensure the panel can only be either entirely covered in paint or not at all, by modifying some property of the paint dropper, the func_door_rotating object, or the level itself?
Sorry if this is something that's addressed in the various existing tutorials, but a preliminary investigation has shown me that I'm not exactly sure what I'm looking for. In my head I picture some alteration of the 'resolution' of the paint coverage. I would not be surprised to learn that this is not a thing that can be done, though. If anyone has any input or suggestion, it'd be most appreciated!
You can avoid that the player paints a surface or by turning it into glass, or adding an entity called trigger_paint_cleanser
Brainstone wrote:
Would it be okay for your puzzle if you used paint bombs instead of a fluid stream of gel? I think you can change this inside PeTI.
Unfortunately because of the way the room is set out, when I change it to a bomb the gel dispenser loses all sense of aim and can't hit the tile it's aiming at properly. (In fact, it will hit the ceiling unless I extend the room upwards!) It might be workable if I restructured the map... however, maybe I can alter the trajectory of the bomb in Hammer? Is there an idiot-proof guide for this somewhere?
Edit: something to do with the launch direction on the dropper's trigger_catapult, I presume. I'll see if tinkering with that helps at all.
Further edit: that didn't help in the slightest, but setting Use Exact Velocity to "Yes" did the trick. The bombs were still overshooting slightly so I moved the target a bit as well. Problem solved! The map is here if anyone wants to play it.