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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: wth is target apex?
deltaray~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 10:24 am
:s22:
What is meant with "target apex"?

regards,
Andre
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spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
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Level 10
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 02:04 pm
apex means the higest point of the jump

so mabey it wants a target at the highest point of the jump  ???
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deltaray~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 02:12 pm
mmmh.... :s11:

Now I am more confused then before ;).
So it must point to a target_position? And this must be higher?
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[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 02:16 pm
I'll try to field this, but I haven't tried trigger_push in SoF2 yet.  Last time I used it was in EF.

Target a info_notnull (if I remember right) from your trigger_push.  The further you put it the harder the push (hence the apex of the push).  It will provide enough push to land the players feet at the target.
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deltaray~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 02:44 pm
Thanks.

I tried that. Without success :(.
Seems like that it is not implemented.

As I wrote in some posting before, I am trying to convert Q3DM17 from Quake3 to SOF2 and I am trying to get the jumppads working.

May you have any idea how to this in SOF2?
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hoowahman~rb
General Member
Since: Dec 23, 2006
Posts: 56
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 06:46 pm
Jump pads? I really really doubt those are in the SOF2 engine.  I'm sure they took them out for performance.  This isn't some crazy futuristic game.  Perhaps instead of jump pads you could put in some ladders =P
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deltaray~rb
General Member
Since: Dec 23, 2006
Posts: 184
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Friday, Aug. 16, 2002 07:08 pm
lol! What would q3dm17 be without JUMPPADS! :s9:
I hope they didn't removed them ;)

And btw., I just want to convert this map for Sof2 fun :s10:
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SatansSon~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Saturday, Aug. 17, 2002 04:13 am
if they left the teleporters in the game, then they had to have kept the jumppads in it also
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