- Feb 18, 2012
- 246
- 407
I'm currently trying to create some kind of bouncy surface, that flings players into the air upon stepping on it, and landing on it kinda creating a effect similar to a trampoline og the repulsion gel from Portal 2.
On of the main goals is to ensure the players bouncing on the surface, maintain their lateral speed, like bunnyhopping.
I have currently tried to achieve this, by using two 32 units high triggerbrushes overlapping each other. One of them is a trigger_apply_impulse (named bounce), with the "clients" flag checked and a impulseforce of about 75, while the other is a trigger_multiple, with "delay before reset" set to 0. The trigger_multiple has the output "OnTrigger --> bounce ---> ApplyImpulse".
However, this doesn't seem to work at all. The players isn't flung into the air, unless they jump, and they ain't bouncing back up when hitting the triggers, which kinda ruins the effect of continuously bouncing off a surface.
So I'm wondering if there is a better way of achieving this effect, since I have already wasted way to much time trying to fix these problems.
On of the main goals is to ensure the players bouncing on the surface, maintain their lateral speed, like bunnyhopping.
I have currently tried to achieve this, by using two 32 units high triggerbrushes overlapping each other. One of them is a trigger_apply_impulse (named bounce), with the "clients" flag checked and a impulseforce of about 75, while the other is a trigger_multiple, with "delay before reset" set to 0. The trigger_multiple has the output "OnTrigger --> bounce ---> ApplyImpulse".
However, this doesn't seem to work at all. The players isn't flung into the air, unless they jump, and they ain't bouncing back up when hitting the triggers, which kinda ruins the effect of continuously bouncing off a surface.
So I'm wondering if there is a better way of achieving this effect, since I have already wasted way to much time trying to fix these problems.