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Old 04-27-2010, 02:08 AM   #1
squeek.
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Jump Pad Triggers

Requested by zE. This code allows a trigger to act like a jump pad.

Names for the trigger can be:
jumppad (Jump to activate, anyone can use)
jumppad_nojump (Touch to activate, anyone can use)

jumppad_blue (Jump to activate, blue team only)
jumppad_red (Jump to activate, red team only)
jumppad_yellow (Jump to activate, yellow team only)
jumppad_green (Jump to activate, green team only)
jumppad_nojump_blue (Touch to activate, blue team only)
jumppad_nojump_red (Touch to activate, red team only)
jumppad_nojump_yellow (Touch to activate, yellow team only)
jumppad_nojump_green (Touch to activate, green team only)

Code:
------------------------------------------
-- base_trigger_jumppad
-- A trigger that emulates a jump pad
------------------------------------------

base_trigger_jumppad = trigger_ff_script:new({
	teamonly = false, 
	team = Team.kUnassigned, 
	needtojump = true, 
	push_horizontal = 1024,
	push_vertical = 512,
	notouchtime = 1,
	notouch = {}
})

function base_trigger_jumppad:allowed( trigger_entity )
	if IsPlayer( trigger_entity ) then
		local player = CastToPlayer( trigger_entity )
		-- if jump needs to be pressed and it isn't, disallow
		if self.needtojump and not player:IsInJump() then return false; end
		-- if not able to touch, disallow
		if self.notouch[player:GetId()] then return false; end
		-- if team only and on the wrong team, disallow
		if self.teamonly and player:GetTeamId() ~= self.team then return false; end
		-- if haven't returned yet, allow
		return true;
	end
	return false;
end

function base_trigger_jumppad:ontrigger( trigger_entity )
	if IsPlayer( trigger_entity ) then
		local player = CastToPlayer( trigger_entity )
		-- get the direction the player is facing
		local facingdirection = player:GetAbsFacing()
		-- normalize just in case
		facingdirection:Normalize()
		-- calculate new velocity vector using the facing direction
		local newvelocity = Vector( facingdirection.x * self.push_horizontal, facingdirection.y * self.push_horizontal, self.push_vertical )
		-- really hacky way to do this, but make sure the length of the horiz of the new velocity is correct
		-- the proper way to do it is to use the player's eyeangles right vector x Vector(0,0,1)
		local newvelocityhoriz = Vector( newvelocity.x, newvelocity.y, 0 )
		while newvelocityhoriz:Length() < self.push_horizontal do
			newvelocityhoriz.x = newvelocityhoriz.x * 1.1
			newvelocityhoriz.y = newvelocityhoriz.y * 1.1
		end
		newvelocity.x = newvelocityhoriz.x
		newvelocity.y = newvelocityhoriz.y
		-- set player's velocity
		player:SetVelocity( newvelocity )
		self:addnotouch(player:GetId(), self.notouchtime)
	end
end

function base_trigger_jumppad:addnotouch(player_id, duration)
	self.notouch[player_id] = duration
	AddSchedule("jumppad"..entity:GetId().."notouch-" .. player_id, duration, self.removenotouch, self, player_id)
end

function base_trigger_jumppad.removenotouch(self, player_id)
	self.notouch[player_id] = nil
end

-- standard definitions
jumppad = base_trigger_jumppad:new({})
jumppad_nojump = base_trigger_jumppad:new({ needtojump = false })

-- teamonly definitions
jumppad_blue = base_trigger_jumppad:new({ teamonly = true, team = Team.kBlue })
jumppad_red = base_trigger_jumppad:new({ teamonly = true, team = Team.kRed })
jumppad_green = base_trigger_jumppad:new({ teamonly = true, team = Team.kGreen })
jumppad_yellow = base_trigger_jumppad:new({ teamonly = true, team = Team.kYellow })

jumppad_nojump_blue = base_trigger_jumppad:new({ needtojump = false, teamonly = true, team = Team.kBlue })
jumppad_nojump_red = base_trigger_jumppad:new({ needtojump = false, teamonly = true, team = Team.kRed })
jumppad_nojump_green = base_trigger_jumppad:new({ needtojump = false, teamonly = true, team = Team.kGreen })
jumppad_nojump_yellow = base_trigger_jumppad:new({ needtojump = false, teamonly = true, team = Team.kYellow })
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Last edited by squeek.; 04-27-2010 at 02:11 AM.
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