Author Topic: Propulsion/Repulsion Gel (Gameplay element from Portal 2)  (Read 1674 times)

Propulsion/Repulsion Gel

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Probably taking the form of projectiles, these gels would interact with bricks by temporarily changing their color, propulsion being orange and repulsion being blue, and erasing their spray fx other than undulo.

They would also change the properties of these bricks for example having propulsion gelled brick to create somewhat a slippery surface in which the player can speed up on. Players can only be affected if they are standing on top of the brick.

Repulsion gelled bricks cause the players to bounce off of them (while retaining forward momentum for example if they came at the object forward, like any
bouncing object).

This can affect the bricks interaction with players on any side of them. Obviously as any bouncing object, the player would be launched further if they came at the gel faster. From what I've seen, it should also increase players jumping on the gel to jump farther.

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Concerning the temporary nature of the gel:

Outside of a minigame, gel will disappear over time based on a preference that can be set through RTB preferences.

In a minigame, gel may or may not disappear automatically through this time based on an RTB preference.

Otherwise, in a minigame, all gels will disappear when a minigame starts, ends, or resets. The bricks and gels affected by these minigame settings are based on the owner of the bricks. If the bricks are owned by the person who made the minigame, the minigame settings will affect those bricks.

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A hack that would prevent the colors and gel properties in the bricks to be saved to bricks while saving would be highly reccomended. Perhaps whenever someone saves, the gel should convert to a certain mode where it temporarily disappears and reappears after the saving is done. Perhaps there should be a server-wide message about this.

Portals should probably be able to handle these projectiles.


I also HIGHLY implore Space Guy to explore the possibility of revising his Portal gun to be a little more advanced in its terms of completely disregarding the direction an object comes into a portal and the direction something comes out. This may be complex and nearly impossible to do, but perhaps a collaberating team on the forums could decide on an efficient and powerful new portal gun. Also, the grey on the portal gun is too light.

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Tell me if I haven't covered something.

Sounds intriguing, but difficult.

tl;dr (whole thing)

But sounds like a weapon that applies certain events and removes and such. Would probably require a sterile environment, where the bricks aren't bothered by excess events so it doesn't glitch up. But besides that, seems good.


tl;dr (whole thing)

But sounds like a weapon that applies certain events and removes and such. Would probably require a sterile environment, where the bricks aren't bothered by excess events so it doesn't glitch up. But besides that, seems good.
READ
IT
It won't kill you.

READ
IT
It won't kill you.

Dude, calm down. Really, you have these weird mood swings. You act like I didn't try to help. I read most of it now, but I don't feel like offering my help.

Edit: Complex VCE, and some hook to convert bricks with the VCE stuff so it won't save like that?
« Last Edit: June 30, 2010, 11:16:27 AM by MegaScientifical »

Just because I used caps doesn't mean I was all pissed off at you. And I think using events for it would be uh...  Extremely loving difficult.

Just because I used caps doesn't mean I was all pissed off at you. And I think using events for it would be uh...  Extremely loving difficult.

I'm saying it'd be a projectile that sets and undoes events in certain ways. That's why I said Sterile Environment: It'd have to set these correctly.

There is a possibility: a gel gun. It sets the events for both and has them deactivated. Then, when a certain projectile hits them, it turns them on temporarily. These would also allow you to control usable surfaces.

Meh.

It'd be better to apply the "events" through script (e.g. override fxDTSBrick::onPlayerTouch) as that way if someone wrenches the brick or sets up their events wrong (e.g. setEventDisabled [10] [Off] when the brick only has 7 or 8) it won't be messed up.

It'd be better to apply the "events" through script (e.g. override fxDTSBrick::onPlayerTouch) as that way if someone wrenches the brick or sets up their events wrong (e.g. setEventDisabled [10] [Off] when the brick only has 7 or 8) it won't be messed up.

Meh, I was just hoping that suggesting incorporating it into the existing events system might simplify, or at least speed up, the process of making this. Whatever.

Maybe it could be like how the molotov but instead of fire, it would be that paint, and there should be an event that clears paint.
« Last Edit: June 30, 2010, 01:16:12 PM by Spartan923 »

Maybe it could be like how the molotov but instead of fire, it would be that paint, and there should be an event that clears paint.
The molotov uses active zones to produce its damaging effects, and this can be very laggy.