"Bouncing" Platforms

Discussion in 'Mapping Questions & Discussion' started by Sokair, Jan 9, 2012.

  1. Sokair

    Sokair L1: Registered

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    Anyway to do this? I want it so that players that land on the platform, they bounce (Duh). I tried creating it, but players just stop on the bounce plat. Can anyone help? Thanks in advance.
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    What kind of bouncing? If you mean really jiggly then that sounds like a daft and pointless game mechanic. If you mean smooth bouncing, a'la a more subtle, stationary portal 2 launch pad, a tall func_push with a large upwards force should be sufficient. I havn't used func_push since HL1 though so they might have changed its dynamics so that it wont override gravity. You'll have to test that yourself.
     
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  3. Sokair

    Sokair L1: Registered

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    Yeah, I want kind of a Portal 2 bounce effect. Thanks, I'll try that.
     
  4. Sergis

    aa Sergis L666: ])oo]v[

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    try trigger_push
     
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  5. Empyre

    Empyre L6: Sharp Member

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    When you make the trigger_push, you will need to go to the Flags tab and set it to work on players, or it will "mysteriously" not work. HL1's triggers didn't have flags, so I wasn't able to get TF2 triggers to work for me until I found out about them.
     
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  6. AngryAngus

    AngryAngus L3: Member

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  7. Sokair

    Sokair L1: Registered

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    So, I tried creating it again, tries with trigger_multiple's, but I can't get it to make it so no matter the velocity you are falling at, once you touch the bounce plat, you'll get the same height you fell at, like repulsion gel (or was it propulsion?)

    Thanks for helping me, though.

    I wonder if it's impossible to recreate the gel into TF2.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Er, IIRC the Portal 2 engine is an improved engine version of Source, even by TF2 standards; and considering how gel is implemented I seriously doubt it's a matter of making some volume triggers.

    Does the trigger push at least propel players?

    ...And no, there isn't away to match a players velocity with a negative force, trigger_push's only have static variables, though you could probably change that with I/O's, you wouldn't be able to do it in such a way to negate player momentum and match it.
     
  9. lukeme99

    lukeme99 L1: Registered

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    You could use a trigger wind in conjunction with the push as the wind does not require a non walking player animation to work, as does the push. If the flags are set right:
    It propels anything you want it to propel.


    Hope what I am saying isn't complete bull, as I am 90% confident about mot of what I say.

    Hope I helped,
    L99
     
  10. lukeme99

    lukeme99 L1: Registered

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    Repulsion, because it repels your downward force, if it was propulsion even in zer0 gravity, you would still bounce of it, but I don't think that applies.