HEP Sendification (Appearifier)
~~Allow the sendificator to connect to HEPs. When an object is teleported to the HEP, the HEP detonates.~~
Sendificators connected to HEP launchers are Appearifiers. When the sendificator is activated it, the HEP launcher is launched. Any object hit by this HEP is teleported to the Sendificator.
This is goodly explained.
Instead of HEP Sendificators, a better idea Appearifier. HEPs launched by the sendificator retrieve any object they hit.
Ah that's an interesting way to handle it, laser is sendificator and HEP is appearifier.
It should probably be so that when you connect the Sendificator so a laser, it "sends" it, like normal. But if you connect the Sendificator to a HEP launcher, it will teleport the object back the Sendificator.
The High Energy Pellet connected to the Sendificator should be blue so you can tell the difference. The Sendificator's normally red lights can be blue too, so you can tell the difference.
The Launcher could probably have a custom skin, too, where the inside glows blue, similarly to the infinite one. The blue lights should probably be a different color too— the same color as the HEP:
Here's two colors that I think are good colors for it (it'd use one of these two)
Oh, and infinite ones can be a mix of the blue and the green. Not mixed together to be cyan, but both colors are swirling around.
These are just some ideas I have for it, by the way
Unfortunately we can't change the colour of the pellet directly, though we could add additional effects which blend with its colour (like the Sendificator itself).
So we can't edit and change the hue or whatever of its texture?
So would be still be able to make it blue, or would it still be almost the same color as normal?
Since pellet materials don’t ship with the game we can change them, but that affects every pellet. Infinite ones having a different colour is coded in.
Ohh. But we can add those visual effects to make it blue, right? And aren't the pellets a concept that exists in the base game? There's a console command that fires them and they work the same as they do in BEEmod. Although in Portal Stories: Mel, for some reason they had the texture...
Pellets are coded in yes, but Valve didn't include the materials and textures they look for. They'll appear as error checkerboards if those aren't packed. We include the resources from Portal 1, but it's possible we could change things We can't make the sprite directly blue without affecting standard ones, but we could add some other blue effect and attach it to the pellet, which will mix with the colour.
There's two options I thought of, altered using Auto-Respawn:
—When checked, when the HEP hits an object, the pellet bounces off it and keeps going (teleporting every cube it hits) —When unchecked, the the pellet is destroyed when it hits an object.
Maybe the Sendificator antlines could turn blue when the HEP is launched, and they turn green when a cube is teleported (unless you decide to change the color of the teleportation effect)