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Jump Pads
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Marshall2006 show you how to make 'Quake III style' jump pads
Now you want to bounce?

===========================

Jump Pads ~ Quake III style


===========================

Create your landing zone..


Create the trigger.

Texture it with Trigger. Filter settings: Usage > Tools

Right click your brush, Trigger > Multiple

Press the N key twice. 

Enter the following Values:

Key: targetname

Value: jump


===========================

The Origins

===========================

Rightclick, script > origin

Place it where you want to jump from.


Make sure it's 4 units off the ground. (effect purposes)

Give it the following Values:

Key: targetname

Value: glow

Copy and Paste the origin 4 times.

Place them like below:


Start adding Values to each origin, starting from the closest to the ..

.. parent origin, moving to the furthest.

Pasted Origin #1

Key: targetname

Value: air1

Key: target

Value: air2

Pasted Origin #2

Key: targetname

Value: air2

Key: target

Value: air3

Pasted Origin #3

Key: targetname

Value: air3

Key: target

Value: air4

Pasted Origin #4

Key: targetname

Value: air4

The origins with the values of, for example air1, represent the flight path.

The more you add, the smoother the flight is.

Note:

Keep note of the height difference between the jumpad and the landing.

===========================

The .GSC

===========================

Copy the following into your .GSC file:

main()


{
//maps\mp\mp_hill_fx::main();
maps\mp\_load::main();

//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");

//VisionSetNaked( "mp_hill" );
//ambientPlay("ambient_hill");

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

thread jumper();

}

jumper()
{
jumpx = getent ("jump","targetname");
glow = getent ("glow","targetname");
air1 = getent ("air1","targetname");
air2 = getent ("air2","targetname");
air3 = getent ("air3","targetname");
air4 = getent ("air4","targetname");


level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));


while (1)
{
jumpx waittill ("trigger",user);
if (user istouching(jumpx))
{

//throw = user.origin + (100, 100, 0);
air = spawn ("script_model",(0,0,0));

air.origin = user.origin;
air.angles = user.angles;
user linkto (air);
time = 1;
            air moveto (air1.origin, 1);
wait 1;
            air moveto (air2.origin, 1);
wait .5;
            air moveto (air3.origin, 1);
wait .5;
            air moveto (air4.origin, 1);


//air moveto (throw, time, 0.5,0.5);
//air moveto (throw, time, 0.5,0.5);
wait 1;
user unlink();
wait 1;
}
}
}

Here's the finishing product:


Don't forget, take my map source and revise my method!


Original Post found here.


Added more:

=================================================================

Changing 'flight speed' ~ speed that you travel to the land zone, and each origin.

=================================================================

Look at this line:

            air moveto (air1.origin, 1);

In order to change the speed, just change the following number:

air moveto (air1.origin, 1);

Play around with the speed, for example it could end up like:

            air moveto (air1.origin, 2);

or

            air moveto (air1.origin, .5);

maybe even

            air moveto (air1.origin, .1);
Just be sensible.




=================================================================

Changing 'air time' ~ a pause whilst waiting to travel to the next origin.

=================================================================

Take a look at your .GSC file:

main()


{
//maps\mp\mp_hill_fx::main();
maps\mp\_load::main();

//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");

//VisionSetNaked( "mp_hill" );
//ambientPlay("ambient_hill");

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

thread jumper();

}

jumper()
{
jumpx = getent ("jump","targetname");
glow = getent ("glow","targetname");
air1 = getent ("air1","targetname");
air2 = getent ("air2","targetname");
air3 = getent ("air3","targetname");
air4 = getent ("air4","targetname");


level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));


while (1)
{
jumpx waittill ("trigger",user);
if (user istouching(jumpx))
{

air = spawn ("script_model",(0,0,0));

air.origin = user.origin;
air.angles = user.angles;
user linkto (air);
time = 1;
            air moveto (air1.origin, 1);
wait 1;
            air moveto (air2.origin, 1);
wait .5;
            air moveto (air3.origin, 1);
wait .5;
            air moveto (air4.origin, 1);

wait 1;
user unlink();
wait 1;
}
}
}

Go to the part with the following:

           air moveto (air1.origin, 1);
wait 1;
            air moveto (air2.origin, 1);
wait .5;
            air moveto (air3.origin, 1);
wait .5;
            air moveto (air4.origin, 1);

After each movement, e.g "air moveto (air1.origin, 1);"..

.. there is a wait time.

You can see I speed the last two transitions up,

To make it more realistic.. play around with the speeds.

NOTE:

If you make them too short a wait.. you can completely skip one transition,

therefore glitching your pad. So make sure you leave enough time for the player to move..

.. to the next origin, but low enough so there isn't a hang in the air.

This depends on the distance of your origins.

So below:

air moveto (air1.origin, 1);
wait 1;

You could change to:

air moveto (air1.origin, 1);
wait .3;

To make a shorter timeout in the air.

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