Idea: Air Lift

Ajhayter

L1: Registered
Aug 5, 2009
2
0
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?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I have reason to believe that the player classes are different weights (though I'm not sure, it's just that a pyro rocket-jumps different to a soldier) and you won't need to create the 'illusion' of acceleration. A trigger_push applies force every tick, so as long as it's stronger than the player's weight it will work.
 

lolcrit

L1: Registered
Nov 7, 2009
6
0
Map pl_borax has a ventilator on the floor as the last point. If you walk over it, nothing happens. But if you jump over it, you get thrown high in the air. Look it up, maybe that's what you'd like.
 

RedO

L1: Registered
Jun 6, 2009
32
8
I believe Borax had this on the final point, I just forget what was used.
 
Nov 14, 2009
1,257
378
FYI, classes do have different weights. I know this because once I played on a randomizer mod server as a scout with rocket launcher. I could easily jump from the logs to the room on watchtower. No gravity modifications.
 

adamspurgin

L1: Registered
Mar 22, 2010
42
1
FYI, classes do have different weights. I know this because once I played on a randomizer mod server as a scout with rocket launcher. I could easily jump from the logs to the room on watchtower. No gravity modifications.

they react to self-damaging explosions differently, but they all weigh the same.

a vertical func_push with a strength of 800 will cause you to hover, as long as the server gravity is set to 800 as well.
 

Ajhayter

L1: Registered
Aug 5, 2009
2
0
they react to self-damaging explosions differently, but they all weigh the same.

a vertical func_push with a strength of 800 will cause you to hover, as long as the server gravity is set to 800 as well.

Ok thanks for that. Now to try playing with numbers.
Still an orange map at the moment, but I'm visgrouping it into "floor" "walkway" "displacement" e.t.c so I can go back and edit it peice by peice.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Look at ctf_viking.