Can gel be teleported/ trigger a trigger_proximity?

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raubana
5 Posts
Posted Apr 02, 2012
It's kinda a long story, but I want a trigger to teleport only gel. The problem is filtering it. I tried using a filter_activator_class set to only let "paint_sphere" pass. This seems to be ignoring everything.

I was curious if gel could even be detected at all, so I made a trigger_proximity (using the same filter as before) to turn on a light when it detected gel. The light never came on when gel passed through, so I don't know what to think...

Apparently gel is actually a partical, but that shouldn't stop me from detecting it and moving it, right?

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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 27 minutes later
I'm not sure how to detect paint; if I needed to know this in a level I usually cheated my way around it:
Portal detector under the gel dropper; portal detector from where the gel hits the surface you want it to be, a button to activate the gel and a counter to see if all things happened at the same time. But I don't think that's a good idea :razz:.

Why do you want to teleport the gel anyways? Is there no way you can just add a second gel dropper? Often the easiest solutions are the best!

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raubana
5 Posts
Posted Apr 02, 2012
Replied 10 minutes later
Crap...I guess I'm going to have to tell the long story...

I'm trying to test out a new aperture product idea. Basically, there'd be mini portals inside of these weighted cubes that could only let gels through. That way you could aim gel with more precision by holding the cube that is shooting the gel out of it. But for this to work, there would have to be another cube teleporting the gel from the dispenser to the other cube.

Here's a pic of what I'm trying to do:

http://i797.photobucket.com/albums/yy253/raubana/portal.png

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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 6 minutes later
Maybe you can add a func_clip_vphysics? https://developer.valvesoftware.com/wik ... p_vphysics
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raubana
5 Posts
Posted Apr 02, 2012
Replied 4 minutes later
Erm, could you be more specific?
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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 20 minutes later
place that in front of the portal; that should prevent objects going through it :smile:
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raubana
5 Posts
Posted Apr 02, 2012
Replied 16 minutes later
That's...not what I meant, but that's not a bad idea. What I'm trying to do is have portable portals built into the cubes. (By the way, I tried this with world portals...HORRIBLE IDEA. WOULD NOT RECOMMEND TRYING IT!!)
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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 11 minutes later
yea; I think the only possible way to do this is by using worldportals and that is a bad idea :sad:

Sometimes the game/engine limits awesome ideas :sad:

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raubana
5 Posts
Posted Apr 02, 2012
Replied 3 minutes later
I managed to get prop_paint_bombs to teleport, but they weren't shooting out at the right angle.
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Lpfreaky90
2,842 Posts
Posted Apr 02, 2012
Replied 9 minutes later
ah; fair enough; you detected the paint and then moved them?
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Habzs
225 Posts
Posted Apr 03, 2012
Replied 8 hours later
Fake it.

Place a trigger_multiple under the gel sprayer that detects only physics objects. Parent a info_sprayer onto the 2nd cube that activates when the trigger is triggered.

Well, that's what I would do.

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HMW
806 Posts
Posted Apr 06, 2012
Replied 3 days later
Just throwing out a random idea here, but the cubes have an "OnPainted" event. You could use that to detect when one cube receives paint, and then turn on the paint sprayer attached to the other cube.

To detect when the 'input' cube stops getting painted you'll probably need to clean it periodically with a trigger_paint_cleanser. (I don't know if this is strictly necessary; you'll need to experiment with the OnPainted output and how it behaves.)

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BEARD!
169 Posts
Posted Apr 06, 2012
Replied 6 hours later
I think (might be imagining stuff here) that I saw Valve 'detect' a blue paint bomb when I decompiled one of the underground maps. [It was the one containing this puzzle here]. I'll look up the details when I get the chance