Jump pads


(Guess_Who) #1

hey again

ok i am thinkin gof converting an quake 3 arena map for et is it possible to create the pads that if step on they launch u in a certain direction :???: :???: :???: :???:


(Shaderman) #2

Yes it’s possible. Here’s a small box map:

// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 2304 0 1472 ) ( -1792 0 1472 ) ( -1792 0 704 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 -64 704 ) ( 2304 -64 704 ) ( -1792 -64 -64 ) skies_sd/sd_siwasky 0 0 0 0.500000 0.500000 0 0 0
( 2304 0 704 ) ( 2240 -64 704 ) ( 2304 0 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1728 -64 -64 ) ( -1792 0 -64 ) ( -1728 -64 704 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 -64 ) ( -1792 -64 0 ) ( 2304 0 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 -64 1408 ) ( -1792 0 1472 ) ( 2304 -64 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 1
{
( -1792 0 704 ) ( -1792 -3072 704 ) ( -1792 -3072 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1728 -3072 1472 ) ( -1728 0 1472 ) ( -1728 -3072 704 ) skies_sd/sd_siwasky 0 0 0 0.500000 0.500000 0 0 0
( -1728 -4032 704 ) ( -1792 -4096 704 ) ( -1728 -4032 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 -64 ) ( -1728 -64 -64 ) ( -1792 0 704 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1728 0 0 ) ( -1792 0 -64 ) ( -1728 -4096 0 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 1472 ) ( -1728 0 1408 ) ( -1792 -4096 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 2
{
( 2304 0 -64 ) ( -1792 0 -64 ) ( -1792 -3072 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 0 ) ( 2304 0 0 ) ( -1792 -3072 0 ) goldrush/sandygrass_b_phong 0 0 0 0.500000 0.500000 0 0 0
( -1792 -64 0 ) ( -1792 0 -64 ) ( 2304 -64 0 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 -4096 -64 ) ( -1792 -4032 0 ) ( 2304 -4096 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 -64 ) ( -1728 0 0 ) ( -1792 -4096 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2240 0 0 ) ( 2304 0 -64 ) ( 2240 -4096 0 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 3
{
( 2304 -3072 704 ) ( 2304 0 704 ) ( 2304 0 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2240 0 1472 ) ( 2240 -3072 1472 ) ( 2240 0 704 ) skies_sd/sd_siwasky 0 0 0 0.500000 0.500000 0 0 0
( 2304 -4096 -64 ) ( 2240 -4032 -64 ) ( 2304 -4096 704 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2240 -64 704 ) ( 2304 0 704 ) ( 2240 -64 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2240 0 1408 ) ( 2304 0 1472 ) ( 2240 -4096 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2304 0 -64 ) ( 2240 0 0 ) ( 2304 -4096 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 4
{
( -1792 -3072 1472 ) ( -1792 0 1472 ) ( 2304 0 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 1408 ) ( -1792 -3072 1408 ) ( 2304 0 1408 ) skies_sd/sd_siwasky 0 0 0 0.500000 0.500000 0 0 0
( -1792 -4032 1408 ) ( -1792 -4096 1472 ) ( 2304 -4032 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 0 1472 ) ( -1792 -64 1408 ) ( 2304 0 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1728 0 1408 ) ( -1792 0 1472 ) ( -1728 -4096 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2304 0 1472 ) ( 2240 0 1408 ) ( 2304 -4096 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 5
{
( -1416 -3584 0 ) ( -1544 -3584 0 ) ( -1544 -3712 0 ) battery/rock_graynoise 16 256 0 0.500000 0.500000 0 0 0
( -1528 -3600 8 ) ( -1432 -3600 8 ) ( -1432 -3696 8 ) battery/rock_graynoise 16 256 0 0.500000 0.500000 0 0 0
( -1528 -3696 8 ) ( -1432 -3696 8 ) ( -1416 -3712 0 ) battery/rock_graynoise 16 -240 0 0.500000 0.500000 0 0 0
( -1432 -3712 8 ) ( -1432 -3584 8 ) ( -1416 -3584 0 ) battery/rock_graynoise 16 -240 0 0.500000 0.500000 0 0 0
( -1432 -3600 8 ) ( -1528 -3600 8 ) ( -1544 -3584 0 ) battery/rock_graynoise 16 -240 0 0.500000 0.500000 0 0 0
( -1528 -3584 8 ) ( -1528 -3712 8 ) ( -1544 -3712 0 ) battery/rock_graynoise 16 -240 0 0.500000 0.500000 0 0 0
}
// brush 6
{
( -56 -2112 8 ) ( -56 -2240 8 ) ( -72 -2240 0 ) battery/rock_graynoise 144 144 0 0.500000 0.500000 0 0 0
( 40 -2128 8 ) ( -56 -2128 8 ) ( -72 -2112 0 ) battery/rock_graynoise 144 144 0 0.500000 0.500000 0 0 0
( 40 -2240 8 ) ( 40 -2112 8 ) ( 56 -2112 0 ) battery/rock_graynoise 144 144 0 0.500000 0.500000 0 0 0
( -56 -2224 8 ) ( 40 -2224 8 ) ( 56 -2240 0 ) battery/rock_graynoise 144 144 0 0.500000 0.500000 0 0 0
( -56 -2128 8 ) ( 40 -2128 8 ) ( 40 -2224 8 ) battery/rock_graynoise 144 128 0 0.500000 0.500000 0 0 0
( 56 -2112 0 ) ( -72 -2112 0 ) ( -72 -2240 0 ) battery/rock_graynoise 144 128 0 0.500000 0.500000 0 0 0
}
// brush 7
{
( -1792 -4096 1472 ) ( -1792 -4032 1408 ) ( 2304 -4096 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 -4032 0 ) ( -1792 -4096 -64 ) ( 2304 -4032 0 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2240 -4032 -64 ) ( 2304 -4096 -64 ) ( 2240 -4032 704 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -1792 -4096 704 ) ( -1728 -4032 704 ) ( -1792 -4096 1472 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 2304 -4032 704 ) ( -1792 -4032 704 ) ( 2304 -4032 -64 ) skies_sd/sd_siwasky 0 0 0 0.500000 0.500000 0 0 0
( -1792 -4096 704 ) ( 2304 -4096 704 ) ( 2304 -4096 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
}
// entity 1
{
"angle" "270"
"origin" "-1600 -3232 32"
"classname" "info_player_deathmatch"
}
// entity 2
{
"angle" "270"
"origin" "-1600 -3488 32"
"classname" "team_CTF_bluespawn"
}
// entity 3
{
"angle" "270"
"origin" "-1344 -3488 32"
"classname" "team_CTF_redspawn"
}
// entity 4
{
"origin" "-1480 -3648 24"
"classname" "target_push"
"spawnflags" "1"
"targetname" "bouncer"
"target" "end_point"
"speed" "1000"
}
// entity 5
{
"origin" "-680 -2848 312"
"classname" "info_notnull"
"targetname" "end_point"
}
// entity 6
{
"classname" "trigger_multiple"
"target" "bouncer"
// brush 0
{
( -1416 -3616 8 ) ( -1512 -3616 8 ) ( -1512 -3712 8 ) common/trigger 16 0 0 0.500000 0.500000 0 7 0
( -1512 -3712 16 ) ( -1512 -3616 16 ) ( -1416 -3616 16 ) common/trigger 16 0 0 0.500000 0.500000 0 7 0
( -1544 -3680 16 ) ( -1448 -3680 16 ) ( -1448 -3680 8 ) common/trigger 16 48 0 0.500000 0.500000 0 7 0
( -1448 -3680 16 ) ( -1448 -3584 16 ) ( -1448 -3584 8 ) common/trigger 0 48 0 0.500000 0.500000 0 7 0
( -1416 -3616 16 ) ( -1512 -3616 16 ) ( -1512 -3616 8 ) common/trigger 16 48 0 0.500000 0.500000 0 7 0
( -1512 -3616 16 ) ( -1512 -3712 16 ) ( -1512 -3712 8 ) common/trigger 0 48 0 0.500000 0.500000 0 7 0
}
}
// entity 7
{
"classname" "info_train_spline_main"
"origin" "-1480 -3648 24"
"target" "spln2"
"targetname" "spln1"
}
// entity 8
{
"classname" "info_train_spline_main"
"origin" "-8 -2176 16"
"targetname" "spln2"
}


(Guess_Who) #3

what all things do i need for that

would someone make a tutorial for me :???:


(Shaderman) #4

Why do you think did I post this sample map where you can see what you need?


(Guess_Who) #5

i dont understand all of that and how do u set all the different angles etc.


(IneQuation) #6

The jumppad entity (trigger_push) is available in ET as well as Q3, you can start converting your map right away, probably all you’ll have to do is retexturing, replacing spawns and (optionally) add objectives.


(Flippy) #7

Here’s a tutorial i wrote :slight_smile:

Tutorial – Jumppads

In this tutorial, I will explain how you can make jumppads, which push you up in the air.

Step 1. The jumppad and the trigger

First of all, you need a jumppad. This is commonly a square, flat brush on the ground.
On this jumppad, you will need a trigger brush which triggers the pushing.
Do not make the trigger brush too high, otherwise you will notice that when you land on the jumppad, you will not touch it anymore but fly up again before you touch the ground.

So, make a brush which is from the top view the same size as your jumppad. Look in the sideview and align it with the jumppad. Making the brush 1 square high on gridsize 8 will be enough.

Select the brush and give it the common/trigger texture.
Now rightclick inside the brush in one of the 2D windows, and select trigger – trigger_multiple
Deselect the brush (ESC)
Step 2. The target_push entity

Now we will need to create a target_push entity which tells the trigger brush you just created what it should do when it is touched.

Deselect all brushes (ESC)
Then rightclick in one of the 2D windows and select target – target_push.
Place the target_push entity above your triggerbrush. If the target_push entity is below the center of your trigger brush it will not work.
(You can make horizontal jumppads ofcourse, but make sure the target_push is above the center of your trigger brush. (1 unit is enough).

Now, deselect it (ESC) and select the triggerbrush. THEN select the target_push entity. THEN press Ctrl + K to connect the entities. A gray line should appear pointing towards the target_push.

NOTE The position of the target_push entity does NOT define the speed, angle and direction of the pushing. You CAN control this by settings its key/values such as speed and angle. However, it is much easier to use a info_notnull (see Step 3)

Step 3. The aiming of your jumppad – info_notnull

The last step is defining the speed, angle and direction of the jumppad. The easiest way to do this is to place a info_notnull entity in your map. This entity will be the TOP of your jump, so the jumppad will “aim� towards this entity.

Place the entity in the map by deselecting everything first (ESC) and then rightclicking in one of the 2D windows and selecting info – info_notnull

Now connect the info_notnull with the target_push by selecting the target_push FIRST, then selecting the info_notnull, then pressing Ctrl + K. A green line should appear, pointing to the info_notnull.

DONE!

Notes.
Just for information… a Jumppad works like this:

Triggerbrush (trigger_multiple) -> Target_push -> Info_notnull

The trigger_multiple entity is an entity which can do multiple things. One of them is pushing you. To tell it what to do, you need to connect it with a target_x entity, where x is in this example push. (target_push).

The target_push in its turn will push you towards the info_notnull, creating a jumppad.


(Guess_Who) #8

thanks flippy exactly what i was looking for! :D:D


(Lanz) #9

I guess you didn’t know you could actually copy and paste what shaderman posted into notepad, save it as test.map (for example) in et/etmain/maps and then open it in radiant?