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Old 06-17-2009, 08:52 PM   #1
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bounce/jump pad question

I'm trying to create a jump pad for my latest map, and I can't seem to get it to function how I like.

I have a cylindrical brush textured with tools/trigger, and tied to a trigger_push.

The brush is the full height of the jump I'd like the player to make.
push direction is "up" and push force is 1000u/s
Technically, it works, but not how I expect it to. I would like it to function like the pads at the entrances to the bases in ff_aardvark, where you touch it and you're off. At the moment, it requires a jump to get going, like the fan shaft in ff_bases. Can anyone point me in the right direction? Thanks.
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Old 06-17-2009, 09:28 PM   #2
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heh, put a sign that says JUMP!!
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Old 06-17-2009, 09:43 PM   #3
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You could use SetVelocity rather than a trigger_push for precision pushing.

Code:
------------------------------------------
-- jump triggers
------------------------------------------
base_jump = trigger_ff_script:new({ pushx = 0, pushy = 0, pushz = 0 })

-- push people when they touch the trigger
function base_jump:ontouch( trigger_entity )
	if IsPlayer( trigger_entity ) then
		local player = CastToPlayer( trigger_entity )
		
		player:SetVelocity( Vector( self.pushx, self.pushy, self.pushz ) )
	end
end

-- up push
jump_up = base_jump:new({ pushx = 0, pushy = 0, pushz = 1000 })
You could alter it to make it work similarily to a trigger_push as well, or just put one of these at the very bottom and lower the push so that it just gets you off the ground and then the trigger_push takes over.
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Last edited by squeek.; 06-17-2009 at 09:43 PM.
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Old 06-18-2009, 01:07 AM   #4
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SetVelocity ftw...
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Old 06-19-2009, 01:27 PM   #5
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Used a func_door to raise my person off the ground, at which point the push takes over!
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Old 06-20-2009, 02:58 PM   #6
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Put it slightly below ground.
The player will drop onto it at which point they will get "pushed" in the direction you want.
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Old 06-21-2009, 12:14 AM   #7
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That's an interesting idea... I may have to try that!
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Old 03-06-2012, 04:48 PM   #8
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What if.....

What if I wanted to add a sound to this so everytime I hit the jumppad it creates the sound?

I would like to use the sound Doors.Move14 which I think comes from hl-2.

Would it work if In the trigger I just put this: or does it need precached?

base_jump = trigger_ff_script:new({ pushx = 0, pushy = 0, pushz = 0, touchsound = "Doors.Move14", })
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Old 03-06-2012, 05:38 PM   #9
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It'd probably need to be precached and it'd need a line in base_jump:ontouch to actually play the sound. But, you're most likely better off using an ambient_generic entity in the map and then making it play the sound with Lua using OutputEvent, though, as BroadCastSound plays the sound universally and doesn't factor in a player's distance from the event itself.

To play an ambient generic from Lua, use:

Code:
OutputEvent( "entity_name", "PlaySound" )
To add this to the trigger code while making it easy to have jump triggers with different sounds, you would do this:
Code:
------------------------------------------
-- jump triggers
------------------------------------------
base_jump = trigger_ff_script:new({ pushx = 0, pushy = 0, pushz = 0, sound_entname="base_jump_sound" })

-- push people when they touch the trigger
function base_jump:ontouch( trigger_entity )
	if IsPlayer( trigger_entity ) then
		local player = CastToPlayer( trigger_entity )
		
		player:SetVelocity( Vector( self.pushx, self.pushy, self.pushz ) )
		OutputEvent( self.sound_entname, "PlaySound" )
	end
end

-- up push
jump_up = base_jump:new({ pushx = 0, pushy = 0, pushz = 1000, sound_entname="jump_up_sound" })
jump_up_alt = base_jump:new({ pushx = 0, pushy = 0, pushz = 1000, sound_entname="jump_up_sound2"})
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Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
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Last edited by squeek.; 03-06-2012 at 05:43 PM.
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