Jump Pads

Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
<div class="IPBDescription">Like from vanilla HL</div> I know these don't have much practical use in an NS map, but i'd like to know how to use them anyway.

According to handy vandal, I need a func_push (done) to provide the push, a func_door angled up to actually launch the player (since a fun_push requires upward motion to start with) and an ambient_generic for the sound.

I've got the func push and it works just fine if the player actually jumps in the area of the func_push, but I want the player to be able to walk onto an area and be propelled upwards. I've got a func_door which pushes the player upwards, but it doesn't seem to actually propel the player upwards.

Please help a n00b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    hmmz ?

    so you have like this ?
    _
    / \

    ... thats good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> now the door comes from under the "_" ... just 1 unit above it.
    dont let the door get the player way up.. thats nub <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    let the func_push do the job.. set it to aim up and speed 1000 ? i dunno ,play with the settings,

    if ya dont get it ill make a test map ..
    ( then I self know how to make it )
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    i tested it myself , but trigger_push is useless , it elevates you like in hera secret room ...
    it suxorz your boxxorz <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    PRO's !! HELP THE LITTLE MAN !
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    I think i've just figured out how they did it in vanilla HL.

    Trigger_push needs some vertical movement by the player before it will work, whether this is up or down. Notice how the jump-pads in half-life were crater-shaped? It must have been the fall from the player that made the trigger_push work rather than the actual pointy bit that goes up, although the pointy bit WOULD stop the player from being catapulted back up a second time, since it would lower the amount of trigger_push the player has to go through to reach the ground... if you get what i'm saying.

    So a solution could be to have a 1-unit drop before you hit the trigger_push; this would create vertical movement and activate the trigger_push. I'll have to try that now.

    What I really want is something that catapults a playing into the air when they press a button, the only way I can think of doing this is having a 1 unit thick floor which disapears on pressing the button, hence activating the push.

    I could be wrong of course, feel free to correct me if there is a way to make jump-pads work without making a drop beforehand (or requiring the player to jump).
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    a catapult ,func_rotating ? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    No you're totally correct, the trigger_push does requre vertical movement before it will work - although maybe Flay could tweak this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Here's a tutorial on creating the HL-style jumppads that might help:
    <a href='http://www.game-edit.org/tutorials/halflife/generic/bounce_pad/bounce_pad.html' target='_blank'>http://www.game-edit.org/tutorials/halflif...bounce_pad.html</a>
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    It's not so much about vertical movement, but rather about already being in the air, kinda like how when the admin sets sv_gravity -800, you don't start floating until you actually jump or walk off something...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    The other way that (i think) i've seen it done is to have the jump pad be on a stairstep, and use the movement there to push the player (have the trigger_push be just slightly bigger than the stairs) If that doesn't work then i'm remembering it wrong. That at least helps to make a jump pad physically stand out.

    Now my question is can you use a trigger_presence with ingore team1/ingore team2 to make vents that only aliens can get into. IE have a door textured to be invisible that blocks the vent and is activated by trigger presence by only aliens.
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