Quake3World.com Forums
     Level Editing & Modeling
        Moving Jumpads


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Moving Jumpads

Recruit
Recruit
Joined: 11 Jan 2015
Posts: 7
PostPosted: 01-11-2015 06:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello,

I am new to quake map editing so sorry if my question is too stupid.
Is it possible to make moving jumpads in quake 3 ?




Top
                 

Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 01-11-2015 08:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


With a mod I imagine




Top
                 

Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 01-11-2015 11:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


To elaborate on Theftbot -- you can't do it in Vanilla Q3. That's because jump pads require some brush to be the actual jump entity (it's been ages since I've done this, I think it's trigger_jump). But, moving brushes are also entities (func_train I believe). And a brush can only be one entity, thus you can't have a brush that is both trigger_push and func_train.




Top
                 

Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5316
PostPosted: 01-11-2015 01:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


mrd wrote:
To elaborate on Theftbot -- you can't do it in Vanilla Q3.


True. If, however, you'd like to create a hover effect you could place an invisible brush that serves as a jumppad around a visible and moving brush.




Top
                 

Recruit
Recruit
Joined: 11 Jan 2015
Posts: 7
PostPosted: 01-11-2015 01:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thank you for the answers.




Top
                 

Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 01-11-2015 02:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pext wrote:
mrd wrote:
To elaborate on Theftbot -- you can't do it in Vanilla Q3.


True. If, however, you'd like to create a hover effect you could place an invisible brush that serves as a jumppad around a visible and moving brush.


That would only give a convincing effect if the func_train was barely moving. I'm thinking this guy wants to create a brush with a fairly long path (ala q3dm19 I think) that is also a jump-pad.




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.