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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: wind that pushes the player up
nukecore
General Member
Since: Feb 12, 2005
Posts: 28
Last: Aug 21, 2005
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Level 2
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 03:23 pm
Hi, I have been mapping for sof2 for about a month now and I am trying to make it so that a fan on the floor will blow the player up to a platform when you jump over the fan. I already have a the fan and the platform just not the wind. If anyone can help me out I would greatly appreciate it. Thx

Nukecore
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 06:13 pm
Making a Jump Pad for quake3 - since sof2 is based on teh quake3 engine... Taken directly from the GTK radiant manual, adjust accordingly...

1-Make the brush that contains your pulsing pad texture. It can be set in the floor or raised up on separate brush.

2-Make a trigger_push brush entity that is smaller than the pad (the id triggers are usually octagonal).

3-Create a target_position entity and move it to the height and location you want. The target position is both the aiming point for the trigger_push and the highest point (apex) of the assisted jump.

4-Hi-light the trigger first, then the target_position (order is important).

5-Press CTRL + k to connect the two entities (pointing the first at the second).

6-Compile and test it. The first compile needs to be a full or fast vis. If you need to make adjustments to the target_position, you only need to use an entities compile.
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nukecore
General Member
Since: Feb 12, 2005
Posts: 28
Last: Aug 21, 2005
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Level 2
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 08:49 pm
Thx for the reply. But i already know about jump pads. What i want is a wind force that will lift the player up without needing to land on the jump pad. Please any more suggestions would be greatly appreciated. Nukecore
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 10:14 pm
You can make the trigger any sizeyou wish, including height, they don't have to "land on it"

That is the only way to force player movement in the quake 3 engine that I know of...
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 10:52 pm
Upon further thought, maybe you don't need to force them...

You can use the trigger from a ladder to allow them to "float" up to the platform, straight threw, or down to death, if you put a hurt brush with the fan...
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nukecore
General Member
Since: Feb 12, 2005
Posts: 28
Last: Aug 21, 2005
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Level 2
Category: SoFII Mapping
Posted: Friday, Feb. 25, 2005 11:37 pm
Thx again I will try these methods out and see what i get.
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nukecore
General Member
Since: Feb 12, 2005
Posts: 28
Last: Aug 21, 2005
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Level 2
Category: SoFII Mapping
Posted: Saturday, Feb. 26, 2005 02:02 am
I tried making a trigger_push brush and gave it a key of "push" and a value of "270 0 0" which should work but when i try it i can run through it jump in it and it does nothing. I was wondering if i could make a trigger that would make the player a func train and move them up, maybe this would make the right effect but i am not sure how to go about doing this. any ideas thx. Nukecore
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Saturday, Feb. 26, 2005 03:16 am
PleaseMYOB writes...
Quote:

3-Create a target_position entity and move it to the height and location you want. The target position is both the aiming point for the trigger_push and the highest point (apex) of the assisted jump.



you don't need to assign any key/value for this to work...

Also keep in mind on #6 (The first compile needs to be a full or fast vis.) if your map is leaking (which I see alot of times I help people, the VIS stage with fail, and thus your "jump pad" won't work...

as for a func_train, I recall reading that it can't be triggered for MP, but i am not certain of that... either way, there is a func_train in those prefabs I mentioned earlier that you can test out, but I don't think it is the golden nugget you seek, since it has to reset after each person, and if there is a team mate running right behind him, he could miss the platform and fall to his death, or worse yet, hit the side of the platform and be blocked, that would look really bad...
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nukecore
General Member
Since: Feb 12, 2005
Posts: 28
Last: Aug 21, 2005
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Level 2
Category: SoFII Mapping
Posted: Saturday, Feb. 26, 2005 06:42 am
I have tried it with the trigger push and the target position as well but it still doesnt do anything. I have other jumppads working in this map but I made them with a trigger multiple a target push and a target location. But this method doesnt give me the right effect for the fan wind. Thx for the help i will try different combinations of these methods and see what happens. Nukecore
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Cyanide^
General Member
Since: Feb 19, 2005
Posts: 74
Last: May 13, 2005
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Level 3
Category: SoFII Mapping
Posted: Saturday, Feb. 26, 2005 08:10 pm
would it help if you'd put the target_location richt above the target_push of the jumppad? that way it would seem if you were blown up by the fan. the only problem is then that you'd fall right back to the fan instead of hovering above it, but i think this is as close as you can get to a fan that blows the player up. then again, i am a noob myself so there might be a way to make the player hover [tongue]
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