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Hey Mappers
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Topic: Hey Mappers (Read 2914 times)
Medidon[MODB]
Jr. Member
Posts: 73
Rated:
Hey Mappers
«
on:
January 15, 2009, 09:03:21 AM »
Just curious im using the latest Quark how do i create a jump pad when using the func_push and when i inialize the game i get two errors
1. when i apply no numbers or origins i get : error_null
2 when i apply the speed and everything i get error_bad number
what do i have to do to create a jump pad im converting alot of quake 4 maps for quake 2 and i i would like them to be exactly the same instead of implementing stairs and such or the forsakinly slow elevator which btw i havent even tried so i wouldnt know how that would turn out
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PANTONE 7717C
Swanky Member
Posts: 565
Rated:
Re: Hey Mappers
«
Reply #1 on:
January 15, 2009, 09:53:14 AM »
I think you're using the wrong entity, instead of func_push use the trigger_push.
- Insert a
trigger_push
entity and shape the brush so it covers the jumppad (don't make the brush too big otherwise it will push you up before you step onto the jumppad)
- Give it the 'trigger' texture (found in the texture-group: 'Extra')
- In the Tree-view on the bottom left of the screen find and select the trigger_push and doubleclick it
- Set a speed key but use a very low value, something between 60 and 100 will do.
- Now change the 'angle' key to -> 'angles' and put in: -90 0 90 (this will push you straight up)
The reason to change the key to 'angles' is that you can now point the trigger in any 3D direction you want by using the blue handle of the trigger.
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: Hey Mappers
«
Reply #2 on:
January 15, 2009, 10:19:49 AM »
The 3 angles are specified in degrees (obviously), and represent pitch, yaw, and roll, respectively. You most certainly do not want to roll the player (I don't think this is really supported anyway), so that last "90" there isn't necessary. Basically, -90 0 0 is the default "straight up" trigger_push. You can get creative using lower pitch values (like -70) for your upward trajectory, and then using yaw (like how you rotate items and spawn points) to "aim" the player.
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http://quetoo.org
Whirlingdervish
Super ShortBus Extravaganza
Illimitable Sesquipedalian Member
Posts: 6384
Rated:
Re: Hey Mappers
«
Reply #3 on:
January 15, 2009, 10:35:49 AM »
Like jdo said, make sure the "upward trajectory" value is set with a negative number when you want an upward push.
Otherwise you'll shoot the player into the ground and they'll crater.
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PANTONE 7717C
Swanky Member
Posts: 565
Rated:
Re: Hey Mappers
«
Reply #4 on:
January 15, 2009, 11:26:40 AM »
Oops that's right, the 'roll' angle is not needed and is disregarded by the game anyway.
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Medidon[MODB]
Jr. Member
Posts: 73
Rated:
Re: Hey Mappers
«
Reply #5 on:
January 15, 2009, 07:00:04 PM »
no im getting a fatel error asking me to debug
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: Hey Mappers
«
Reply #6 on:
January 15, 2009, 07:24:55 PM »
Yea, you have a fucked up entity. Open your .map file in a text editor and search for "func_push" or whatever you were trying there, and delete it.
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http://quetoo.org
Medidon[MODB]
Jr. Member
Posts: 73
Rated:
Re: Hey Mappers
«
Reply #7 on:
January 15, 2009, 09:27:53 PM »
no no this map is just a square room that i made for some tests and such. could this be the problem ?
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: Hey Mappers
«
Reply #8 on:
January 16, 2009, 04:35:24 AM »
There are a hundred things that could be wrong with your .map. Sometimes fubar'ed entities "hide" from the editor, and you won't even see them in order to fix what's wrong. That's why I suggested editing it with a text editor. I've had to do it several times myself.
If it's just a box, start over and follow what we've described in this thread.
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ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Hey Mappers
«
Reply #9 on:
January 18, 2009, 09:46:36 AM »
Here's a tip Medidon. When I was first starting out - rather than figure out how to create moving objects (like elevators, jump pads etc) I would just copy an elevator (the whole thing) from another map. I would then dump it in an empty work space on my map, and modify the components or settings to get what I wanted. You already have a correctly formatted object, so just make it smaller/bigger to travel longer/shorter until you like what you have. There are also "Pre-Fabs" out there that give you a complete working object. They are much faster than building from scratch.
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