02-17-2008, 07:26 PM | #1 |
Wizard of Milk
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Jump Pad creation without scout?
Was wondering if it's possible to place a permanent jump pad in a map without the need of it being built; akin to placing other entities. If not possible then is it possible to trigger a 'push' in FF, simulating a jump pad? Thanks for your time.
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02-17-2008, 07:46 PM | #2 |
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The trigger Push is possible. Also I think adding a jump pad via Lua is possible as well. Hopefully a mapper can come in here and explain how.
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02-17-2008, 07:57 PM | #3 |
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should be able to just make a prop_dynamic_override and use the jump pad model and then place a trigger_push over it...
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02-17-2008, 11:57 PM | #4 | |
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02-18-2008, 02:36 AM | #5 |
Wizard of Milk
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Hmm, so it has to be simulated; I was thinking that. Do you know if the trigger push works exactly the same as the jump pad? Will it throw the character into the air or will it hold them aloft like a wind current? I'd like to get the bounce effect Quake 3 had with their jump pads but don't know if that's possible considering it's a different engine. Thanks for the replies, I'll see if I can test them out sometime tomorrow. If a Sentry Gun is placeable via LUA than a jump pad should be too. I'll have to dig for that.
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02-18-2008, 03:21 AM | #6 |
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Ya there's that...
does the jumppad entity have a name in the code? |
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02-18-2008, 05:46 AM | #7 | |
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02-20-2008, 09:42 AM | #8 | |
Annoying people since 1986
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02-21-2008, 12:11 AM | #9 |
Wizard of Milk
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*EDITED*Good catch Doc, thanks. I upgraded my 3megapixel camera to a 7.1 and I've only used it twice so I keep forgetting just how big these really are. In the Image Preview app it automatically shrinks so I'm not used to it. I just put links up to it, save some bandwidth on the server.**
Well I only do traditional rj maps so it'd be along those lines. Most of my fortress playing time was during QWTF and conc/quad jumping wasn't even a thought. Well concing was but due to the type of effect that the concs gave, it made it 300% harder to do conc jumps so only a few maps came out on that and I think only one or two power jump maps (quad-based I believe) made it to the scene but within QWTF's last year, which I gradually stopped playing due to my crack addiction with CS (1.1 when I started). I did a few for TFC and plan on doing the same for FF, just a few then I'll move on since I really have too much to do with my real life self. Since I saw the jump pads in Quake 3 (best DM game still) I've had many a idea to make an all-aerial map, never hitting the ground. I skimped on Q3F because it didnt' last very long once 2.0 was introduced and started for Q4F but that got cancelled at it's stage in Alpha, so thought I'd maybe give it a try for FF. Here's a few sketches I did at the laundromat while killing time: http://www.bystudios.info/rj_flight_1.jpg http://www.bystudios.info/rj_flight_2.jpg http://www.bystudios.info/rj_flight_3.jpg The design of the map could not possibly be linear. On the first two pages would be jumps that anyone can access in any order to practice the different skill sets and then when ready try the last jump, third page, which would be some long-crazy flight. Not some big open-area with bouncing around, I'm talking enclosed, corridor style, flying through some type of environemnt, like through a factory, then outside, then into a cave, and back out or something like that, just brainstorming. Ofcourse I still have yet to test the jump pad or the trigger_push. I'm currently trying to get this current rockets-only map done for FF and TF2. I'm only about halfway through with it so figured I ask early to see if this concept was even plausible so I have an idea of what to start planning, but we'll see. Sorry for the long post, but you asked Last edited by cownaetion; 02-21-2008 at 12:33 AM. |
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02-21-2008, 12:22 AM | #10 |
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Wow...you really need to re-size those and then post them again.
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