Hey,
I just ended up with a 3 sided vertical tube, which reminded me of something in Halo 2.
Now I am very new to mapping so some of this is likely to be wrong.
My idea is to use a "trigger-push" brush at the base of the air lift to push the player skyward.
In theory you could simulate accelleration using a lower force push at the bottom, with a couple of higher strength triggers as you go up the tube.
Now if all the characters have the same weight, then this all seems fine to me, as long as I balance it so they don't completely catapult out the other end.
If however (this is what I am not sure of) the classes a different weights, then I am guessing an "ontouched" on the trigger could possibly implement a script to get player class and apply the right force. Can anyone poke some ideas about this bit?
I just ended up with a 3 sided vertical tube, which reminded me of something in Halo 2.
Now I am very new to mapping so some of this is likely to be wrong.
My idea is to use a "trigger-push" brush at the base of the air lift to push the player skyward.
In theory you could simulate accelleration using a lower force push at the bottom, with a couple of higher strength triggers as you go up the tube.
Now if all the characters have the same weight, then this all seems fine to me, as long as I balance it so they don't completely catapult out the other end.
If however (this is what I am not sure of) the classes a different weights, then I am guessing an "ontouched" on the trigger could possibly implement a script to get player class and apply the right force. Can anyone poke some ideas about this bit?