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HEP Sendification (Appearifier)

Open MemeticGitHubUser opened this issue 7 years ago • 12 comments

~~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.

MemeticGitHubUser avatar Mar 26 '19 21:03 MemeticGitHubUser

This is goodly explained.

CMSEv7 avatar Feb 21 '21 21:02 CMSEv7

Instead of HEP Sendificators, a better idea Appearifier. HEPs launched by the sendificator retrieve any object they hit.

Konclan avatar Aug 14 '21 23:08 Konclan

Ah that's an interesting way to handle it, laser is sendificator and HEP is appearifier.

vrad-exe avatar Aug 14 '21 23:08 vrad-exe

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: Image

Here's two colors that I think are good colors for it (it'd use one of these two) Image

LincoCompany00 avatar Jul 09 '25 16:07 LincoCompany00

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

LincoCompany00 avatar Jul 09 '25 20:07 LincoCompany00

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).

TeamSpen210 avatar Jul 09 '25 23:07 TeamSpen210

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?

LincoCompany00 avatar Jul 10 '25 01:07 LincoCompany00

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.

TeamSpen210 avatar Jul 10 '25 01:07 TeamSpen210

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...

LincoCompany00 avatar Jul 10 '25 01:07 LincoCompany00

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.

TeamSpen210 avatar Jul 12 '25 09:07 TeamSpen210

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.

LincoCompany00 avatar Aug 24 '25 15:08 LincoCompany00

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)

LincoCompany00 avatar Sep 20 '25 17:09 LincoCompany00