Good ways to move things

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
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Shenanigans (my map) is going to be featuring an area dedicated to sending people (generally Scouts) moving a high speeds for long distances, preferably through the air. As part of this process, I'd like to have some entities sitting on platforms which the aforementioned high-velocity Scouts can smash into, and through.

So the question is, how's the best way to go about this? I know with prop_physics entities you can set them up so that hitting them sends them flying, but as far as I'm aware physically running into things doesn't actually cause them to move at all. I'm guessing that this may require a brush-based entity such as a trigger_push or something to that effect, but I've no real idea.
 

Washipato

L3: Member
Jun 22, 2009
149
331
For moving the scouts, do you want to launch them to the air or push them when they are flying? If you want to launch them, use a func_conveyor, if you want to push them in the air, use trigger_push.

For the smashing part, try using a trigger_push or the explosion entity for pushing the prop_physics. Be sure to have them disabled. Activate them with a trigger_multiple some meters away in the direction the scout will be coming. When a scout touches the trigger_multiple, activate the explosion/trigger_push. In that way, it will look like the scout is pushing the props.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
The basic idea is that a Demoman drops eight (or so) stickies on a point on the ground and a Scout (under the effects of Bonk!) stands next to them. When the Demoman detonates the stickies, the Scout goes flying, unharmed, an extremely long distance (or height, depending on vectors and so on) before landing. In the course of that flight I'd like the Scouts to be able to impact various objects in midair, including some that are prop_physics objects, and when the Scout collides with the prop_physics object, I'd like it to get knocked out of the way or (if the object in question can do it) explode into pieces.

I also have a few sawblades set up, but I'm pretty sure A Boojum Snark's got those all set up to do exactly what I expect/hope for them to do.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
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Not sure if you can do the prop_physics thing (because of TF2's bitchiness over it) but launching a player from the RED team with BLU stickies would certainty kill him.

But if you wanted to launch own team members... set a brush on the floor as a func_breakable, and have it trigger a trigger_push when the demo detonates the stickies on the brush, thus making the player fly up into the air.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Nope- they don't die so long as they're either Ubered or Scouts that have gulped down some Bonk! energy drink. Ubering, as you'd likely expect, is usually only viable for the Medic with the Uber charged up. Mostly due to the sudden stop at the end.
 

Washipato

L3: Member
Jun 22, 2009
149
331
The basic idea is that a Demoman drops eight (or so) stickies on a point on the ground and a Scout (under the effects of Bonk!) stands next to them. When the Demoman detonates the stickies, the Scout goes flying, unharmed, an extremely long distance (or height, depending on vectors and so on) before landing. In the course of that flight I'd like the Scouts to be able to impact various objects in midair, including some that are prop_physics objects, and when the Scout collides with the prop_physics object, I'd like it to get knocked out of the way or (if the object in question can do it) explode into pieces.

I also have a few sawblades set up, but I'm pretty sure A Boojum Snark's got those all set up to do exactly what I expect/hope for them to do.
I would need to test, but try the idea I gave you in my last post. Make the prop_physics uncollidable with the player. Then use the explosion entity to push those props when a player is nearby. If you set it properly, you can get a good effect.