func_train+trigger_push

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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kali1900
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Joined: Tue Mar 01, 2005 1:48 pm

func_train+trigger_push

Post by kali1900 »

Probably quite a popular noob question ?

Is it possible to have a func_train containing a jump-pad (trigger push pointing at a target) ?

Reason I ask is becuase I want to be able to remove a jump pad from an area where a player will expect it ... and then be suprised as they encounter a nasty fan driven death :)

is there any way it can be done ?

'preciate any help
thanks
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glossy
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Post by glossy »

if the jumppad is always going to move out of the way, then the jumppad wouldn't ever really need functionality? therefore couldn't you get away with not having a trigger_push at all ?
kali1900
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Post by kali1900 »

Id actually like the jumppad to function, so it can actually be used when the player gets the timing right ... I dont think its possible to create a func_train with a trigger in it though. Looking bleak, is there any other way it can be done ?

I could try using a teleporter instead ...
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glossy
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Post by glossy »

you might be able to put a trigger_push on the final destination of the trigger (this is, only if the destination is not reachable except by triggering the func_train as well)

afaik you can't have a trigger on a func_train, but for some reason i'm doubting this just a little. wait for someone with decent experience to come along and prove me wrong?
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Survivor
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Post by Survivor »

Do you want a jumppad that moves around the map or one in specific places?
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seremtan
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Post by seremtan »

ok, depending on what you mean:

* you can't parent one entity to another q3, if you want the push to ride around on the train (so to speak)

* you can, however, use a func_door, which unlike a train can be triggered by a multiple (trains can only be triggered once), so this can be the 'cover' for your trigger_push
kali1900
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Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

Ah ha. thats pretty much what I want, sorry I should have explained it better.

I want the pad to stay in one place, but when triggered (randomly or by a shoot trigger, mapwide) the pad moves out of the way and reveals a large spinning sucking fan with 'blades of doom'. :)

So I guess a func_door is the way to go, but wouldnt that mean the fan (and trigger_hurt) would have to ride on a func_door OVER the jumpad ? ... I spose that could be a good compromise.

I will try making a func_door with a trigger_push too .. but I dont think ittl work that way around.

Thanks for all your suggestions people !
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kali1900
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Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

'doh. Cant be done either way.

'you can't parent one entity to another q3' seremtan.
:icon23:

I think what Ill do to compromise is just have a func_train platform roaming around and place these fans underneath it at key jump points.. not a vast improvement on a very old idea unfortunately. :icon27:

Or I could just use the fan models as jump pads ... I just wanted to make a cool looking fan model .. :tear:
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Lenard
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Post by Lenard »

What the hell does afaik mean?
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Fjoggs
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Post by Fjoggs »

as far as i know
Lenard
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Post by Lenard »

Thank you.

You guys use too many acronims.
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