jump pads....

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baturkin17





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jump pads....

Post by baturkin17 »

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.
Last edited by baturkin17 on Fri Sep 03, 2004 2:54 am, edited 1 time in total.
GHL





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Post by GHL »

err not sure, off the top of my head i could say........ make the pad like a projectile that hits you when you impact it but without damage, so its like a rocket firing you up.
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Post by Tiamat »

make a peice of scenery with an attachment that is a constant expolsion occuring on it, make sure the scenery has a maker then get rid of all the partilces in the expolsion effect.
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Post by gamble »

but if its a true explosion of that magnetude won't you take damage? or wouldn't it like flip a vehicle if it was too close?
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Post by SilverStone641 »

you could use collision geometry to tell the explosion when to blow.
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Post by viperz »

what section inside the collision geometry need to be changed?
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Post by 343Halo »

Hmmm sound like it would be really cool if it could be done
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Post by FReAK »

actually it has been done ...:::hint:::... look back at ndugu alpha... cough cough.....
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Post by 343Halo »

FReAK wrote:actually it has been done ...:::hint:::... look back at ndugu alpha... cough cough.....
it has this in ndugu??????
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Post by Danke »

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?
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Post by 343Halo »

no hes not its for a secret map thats gonna be coming out in a couple weeks or less.
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Post by FReAK »

yes. they are very suckish though. when u use one u kill urself cus the explosive force when u toch it is too much. but u could go into ndugu and look at it and stuff and learn from it. btw they are in the tunnel things with the weaponcaches. there are none outside or in the hog compound.
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Danke




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Post by Danke »

Either way, jump pads are cool.

And yes, you can add attachments to scenery, which includes effects. Good luck.
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Post by gamer49 »

i have made jump pads!!! if u want them just ask
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Post by Danke »

Cool, and Freak, the jump pad's force can be set to push you far enough without killing you, especially if in a vehicle.
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Post by FReAK »

well i never tried ndugus with a board... i give it a try next time i play it... never.
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Post by rec0 »

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.
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Post by gamer49 »

i have working jump pads it any one wants them i have 3 versions
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Post by gamer49 »

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Post by Berkano »

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.
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