Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Lua

Reply
 
Thread Tools Display Modes
Old 04-27-2010, 02:08 AM   #1
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
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 })
__________________
#FF.Pickup ยค Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington

Last edited by squeek.; 04-27-2010 at 02:11 AM.
squeek. is offline   Reply With Quote


Old 04-27-2010, 02:13 AM   #2
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
Thks very much : ), the issue with regular push triggers is that they launch you only in one pre defined direction, while jumpads you can move in any direction, so ye this will help a lot in maping skill maps with push trigers.
zE is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:26 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.