1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

Idea: Air Lift

Discussion in 'Mapping Questions & Discussion' started by Ajhayter, Apr 19, 2010.

  1. Ajhayter

    Ajhayter L1: Registered

    Messages:
    2
    Positive Ratings:
    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?
     
  2. Tapp

    Tapp L10: Glamorous Member

    Messages:
    776
    Positive Ratings:
    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.
     
  3. lolcrit

    lolcrit L1: Registered

    Messages:
    6
    Positive Ratings:
    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.
     
  4. RedO

    RedO L1: Registered

    Messages:
    32
    Positive Ratings:
    8
    I believe Borax had this on the final point, I just forget what was used.
     
  5. Grim Tuesday

    aa Grim Tuesday

    Messages:
    1,257
    Positive Ratings:
    376
    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.
     
  6. adamspurgin

    adamspurgin L1: Registered

    Messages:
    42
    Positive Ratings:
    1
    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.
     
  7. Ajhayter

    Ajhayter L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    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.
     
  8. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    134
    Look at ctf_viking.