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Moving Jumpads
Posted: Sun Jan 11, 2015 2:29 pm
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 ?
Re: Moving Jumpads
Posted: Sun Jan 11, 2015 4:21 pm
by Theftbot
With a mod I imagine
Re: Moving Jumpads
Posted: Sun Jan 11, 2015 7:47 pm
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.
Re: Moving Jumpads
Posted: Sun Jan 11, 2015 9:03 pm
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.
Re: Moving Jumpads
Posted: Sun Jan 11, 2015 9:39 pm
by rjx3er
Thank you for the answers.
Re: Moving Jumpads
Posted: Sun Jan 11, 2015 10:07 pm
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.