Moving Jumpads

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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rjx3er
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Joined: Sun Jan 11, 2015 2:13 pm

Moving Jumpads

Post by rjx3er »

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 ?
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Theftbot
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Re: Moving Jumpads

Post by Theftbot »

With a mod I imagine
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mrd
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Joined: Sat Mar 25, 2000 8:00 am

Re: Moving Jumpads

Post by mrd »

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.
Pext
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Re: Moving Jumpads

Post by Pext »

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.
rjx3er
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Re: Moving Jumpads

Post by rjx3er »

Thank you for the answers.
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mrd
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Re: Moving Jumpads

Post by mrd »

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.
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