Reverse push?

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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Reverse push?

Post by Hipshot »

Is it possible to turn a jump pad upside down, or in some other way speed up a players fall. When I tried this, the trigger_push and target_push wouldn't work... they work perfect in a normal fashion.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Re: Reverse push?

Post by Silicone_Milk »

So.... a pull then?

I could think of super ugly hack...

Trigger_Multiple and a caulk brush. As player falls, hits trigger, caulk brush crashes down pushing the player down.

Totally useless for a practical use in anything meant to be playable though.
^misantropia^
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Re: Reverse push?

Post by ^misantropia^ »

Set the 'speed' key of the target_push to something like 2000 or more. It defaults to 1000 and since the default gravity is 800 u/s, you won't notice much of a difference.
Silicone_Milk
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Re: Reverse push?

Post by Silicone_Milk »

Or that. :tard:
spookmineer
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Re: Reverse push?

Post by spookmineer »

Maybe I don't recall correctly, but trigger_push or target_push won't work if they are pointing downwards...?
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Re: Reverse push?

Post by maz0r »

You're right spookmineer. The info_position must be at least one unit above the trigger brush or the push will not work at all. You can only try to make a fast nearly horizontal push followed by a curve diverting the player downwards.
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Hipshot
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Re: Reverse push?

Post by Hipshot »

Yes - seems they don't.
Never tried it before, looking at what I wanted to do - doesn't seem so good after all anyway... gimmick effect I probably should distance myself from these days.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
^misantropia^
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Re: Reverse push?

Post by ^misantropia^ »

After some poking around in the source... the game takes the square root of the height somewhere but that doesn't work for negative values (i.e. down) so it fails and bails. I should've remembered because this bug is fixed in the modlet I'm working on.
Silicone_Milk
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Re: Reverse push?

Post by Silicone_Milk »

Why take the square root of the height? Wouldn't it be cheaper to just add a float value to the entity's velocity?
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Hipshot
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Re: Reverse push?

Post by Hipshot »

I gota give it to you ^misantropia^ - it's nice having a coder around. I pick up stuff from you about the engine that I never would have else.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
^misantropia^
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Re: Reverse push?

Post by ^misantropia^ »

@Silicone_Milk: it's to take gravity into consideration, or you wouldn't hit the target. If you're curious, it's in AimAtTarget() in game/g_trigger.c.

@Hipshot: glad to have been of help =)
Silicone_Milk
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Re: Reverse push?

Post by Silicone_Milk »

Thanks I was actually looking at that a few minutes ago. I was going to take a whack at altering it to push down as well as up.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Reverse push?

Post by ix-ir »

"As player falls, hits trigger, caulk brush crashes down pushing the player down."

This wont leave you with any extra velocity after it's finished pushing you.
Silicone_Milk
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Re: Reverse push?

Post by Silicone_Milk »

Make it last for the duration of the fall?
neoplan
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Joined: Thu Jun 05, 2008 9:47 pm

Re: Reverse push?

Post by neoplan »

Hipshot: The DeFRaG mod has this feature. You can create a trigger_push_velocity where you can define if velocity is added to your speed or taken away (you can set these values separate for x y z direction or combine them).

Btw.: Is it possible to calculate the hight of the player after triggering a jumppad? I can remember that there was a feature in Q3Radiant, where you could display the flight path of a jumppad.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Reverse push?

Post by spookmineer »

http://accad.osu.edu/~mlewis/Gauge/q3rm ... c475185885
Testing Jump and Launch Pads

Jumppads can also be tested. Type the following on the Quake III Arena console, before loading your map:

/set bot_maxdebugpolys 1024
/set bot_visualizejumppads 1
/set bot_forcereachability 1

Now load the map. A counter will be shown and goes from 0% to 100%. When the counter has reached 100% type /set r_debugSurface 2 on the console. For every jumppad the default arc of travel (without using air control) will be visualized.
obsidian
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Re: Reverse push?

Post by obsidian »

Possibly a viable hack would be to place slick on a downward slope from the jump pad, forcing the player down.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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