Moving items (2) - Stairs, Faith plate

Stairs

Aerial faith plate

It deploys or retracts upon receipt of a signal.this object is very cumbersome, and "entities" consumer to make simply the player of a square rise. We can make about the same thing (less attractive certainly) with a panel tilted to 45°.-it can happens sometimes that a retracted staircase behaves as if it was deployed: we can climb it, in the space! (This glitch maybe have disappeared ; see Ski lift glitch)-a deployed staircase presents an edge tilted in the continuation of the lower part, reaching to penetrate a window, and on whom one can walk (see opposite).-gels work on the retracted staircase, unless it is placed vertically on a wall.-the "Ski lift" glitchTo create this glitch is required a deployed stairs and a panel (glass or grating) below; if a cube (not the sphere) is released above, it slides to the panel and then turns back and slowly rises. It continues even after the staircase, until meet an obstacle and fall.The conditions for it to work are not very clear. Sometimes any change in the map cancels the glitch, and sometimes it does not work without modification and come back when restarting the map. To restore it, often just delete the staircase and put a new one.In this video: https://youtu.be/c28cbXmZpbw we see that:-the cubes float above the steps-if the player approaches cubes or another cube is placed on the "escalator" below, the other rising cubes slow down, seem to "hesitate", and can abandon their climb if they are beyond the staircase.-we can put any cube, anywhere on the stairs, it rises (except the first one who comes down and has to touch the barrier first to put the staircase in glitch mode).-cubes refuse to go into a portal.I tried with two identical devices (stairs, a cube dispenser and a window), there was still only one staircase with glitch at a time; and in each launch of the map, it is not always the same.If we lower the stairs and then we raise it via a button, the glitch disappears.We see if the glitch will happen in the way a cube hit the stairs: on the virtual plan (glitch) or on contact with steps.To test yourself: https://steamcommunity.com/sharedfiles/filedetails/?id=645398084 -Without barrierThe staircase detects the arrival of a cube and creates a virtual inclined plane to manage the descent more simply than with several shifted steps.The cube comes with some acceleration which is going to change in direction and become slowing down with friction on the stairs, which adds a small constant speed to simulate the slide. The more the starting speed is high, the more the cube will go far; he can stop on the stairs or on the lower floor.-With barrierIf the cube is stopped by a thin barrier (item known to be "glitchgenic") it's as if it bounced and the sliding continue.-Assumption Before, to simplify, the top of the stairs always has the inclined surface; we could visualize it by simply placing a cube (opposite, see this on an old screen shot of static cubes).Valve improved the behavior, now we can really put a cube in contact with a step.When the cube ends its slide, the initial velocity of fall is set to zero, but because of the barrier, the staircase considers that the descent is not over and keeps the additional speed.A bug makes that the slip changes the direction when a cube touches a perpendicular plan. The staircase remains in "slip" mode up to the stop of the cubes of which it took care.In a map there is only a virtual surface managed by a staircase, and a single group of cubes at the same time.-MysteryWhen a cube is placed behind the others (or the player rises on the staircase), these are influenced, and those farther fall. If a cube is put in front of those who begin to rise, he is supported as the others.And why this glitch does not always work? Maybe it is the random parameter (realism) which plays...Allows to propel the player, but also the objects which come into contact, towards a target which we place on a square. The plate cannot be placed in the ceiling, but the target can be put almost everywhere, even if it is not in the alignment of the plate; we can put it also in an inaccessible place, the projectile will then be arrested before reaching it.We can make an absolutely vertical jump by putting the target in the ceiling just above (if we put the target on the plate itself, it is sent back to the ceiling).The height of the jump is adjustable; but attention not to bang the player against a wall!we cannot put the target on a glass/grating panel (but the trajectory can go there).-the target placed on an angled or flip panel will be invisible in test mode.-once in the air, it is possible to deviate from our trajectory by using the left, right and back keys not to land exactly on the target. This possibility is even too efficient because it is some time possible to go back of the plate!-the faith plate is intangible in towards gels and portal shots. By spraying conversion gel on it, it crosses the plate and covers the inside of the box which contains it; we can then make a portal and pass in (see below).