jump pads....
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jump pads....
hya, im not sure if these are some top secret, shoot you if you know, kind of knowledge but im gonna ask anyway.
how can i make a jump pad.
i want to make one in my map, like say im driving in a hog, and i run over the jump pad, and get flung into the air 15 - 20 feet.
but still keep the forward momentum so you can get over a obstacle.
so does anyone know how and cares to share this info with me.
thanks in advance.
how can i make a jump pad.
i want to make one in my map, like say im driving in a hog, and i run over the jump pad, and get flung into the air 15 - 20 feet.
but still keep the forward momentum so you can get over a obstacle.
so does anyone know how and cares to share this info with me.
thanks in advance.
Last edited by baturkin17 on Fri Sep 03, 2004 2:54 am, edited 1 time in total.
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- Posts: 188
- Joined: Fri May 07, 2004 5:39 am
You'd be better off making a scenery object that has an effect attachment (not sure if it's possible) and make that an invisible explosion with the damage effect taking off 0 and force of whatever. That's not too hard if it's possible to make that scenery.
You aren't by chance making some Quake maps, are you?
You aren't by chance making some Quake maps, are you?
yeah ndugu has jump pads.. thanks to molkien, molkien's test map with jump pads showed them off really well. Ndugu will have more pads around the level if Gyro manages to finally find someone that will work on it for him...
You don't need to do anything with collision geometry.. just a piece of scenery with a damage effect that has force attached to a marker.
You don't need to do anything with collision geometry.. just a piece of scenery with a damage effect that has force attached to a marker.
Well, there were a few experimentations that I used back in the day with old log modding.
By manipulation of the plane normals, as I believe I described in some forum threads a long time ago. You can produce a 'bouncing' or throwing effect which would not 'hurt' vehicles. Mind you if MC stepped onto it his shields might give and he'd be splatterfied, but thats just due to terminal velocity and falling distance (usually).
What this achieves is not a 'force' effect but rather a BSP miscalculation. You trick the program into throwing the item out of a region that 'in theory' it should never have entered.
USER: "Ima go inside this space"
COMP: "OK."
COMP: "Wait a minute.. you tricky bastard. B00T!"
USER: "Weeeeee!"
Now depending on how you adjust the normal you fling them in different directions.
Keep in mind, this is a per-triangle basis, so you're gonna want to make sure they hit as few triangles as possible in order to simplify the situation.
The best example would be a wedge, where one side was nothing more than a square with 2 triangles. Easy to modify.
I've tested this, it launches vehicles although a bit hap-hazardly, but that was before we could create our own BSPs. =)
If the force is set to be too much and at too high an angle, an MC will be splatified.
If you're interested, look over the forums for my old Collision Model stuff. It should be in there somewhere.
By manipulation of the plane normals, as I believe I described in some forum threads a long time ago. You can produce a 'bouncing' or throwing effect which would not 'hurt' vehicles. Mind you if MC stepped onto it his shields might give and he'd be splatterfied, but thats just due to terminal velocity and falling distance (usually).
What this achieves is not a 'force' effect but rather a BSP miscalculation. You trick the program into throwing the item out of a region that 'in theory' it should never have entered.
USER: "Ima go inside this space"
COMP: "OK."
COMP: "Wait a minute.. you tricky bastard. B00T!"
USER: "Weeeeee!"
Now depending on how you adjust the normal you fling them in different directions.
Keep in mind, this is a per-triangle basis, so you're gonna want to make sure they hit as few triangles as possible in order to simplify the situation.
The best example would be a wedge, where one side was nothing more than a square with 2 triangles. Easy to modify.
I've tested this, it launches vehicles although a bit hap-hazardly, but that was before we could create our own BSPs. =)
If the force is set to be too much and at too high an angle, an MC will be splatified.
If you're interested, look over the forums for my old Collision Model stuff. It should be in there somewhere.