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func_train+trigger_push
Posted: Fri Jul 29, 2005 5:35 am
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
Posted: Fri Jul 29, 2005 6:55 am
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 ?
Posted: Fri Jul 29, 2005 7:19 am
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 ...
Posted: Fri Jul 29, 2005 8:22 am
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?
Posted: Fri Jul 29, 2005 8:59 am
by Survivor
Do you want a jumppad that moves around the map or one in specific places?
Posted: Fri Jul 29, 2005 2:12 pm
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
Posted: Fri Jul 29, 2005 4:40 pm
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 !
Posted: Fri Jul 29, 2005 4:50 pm
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 ..

Posted: Fri Jul 29, 2005 5:48 pm
by Lenard
What the hell does afaik mean?
Posted: Fri Jul 29, 2005 5:50 pm
by Fjoggs
as far as i know
Posted: Fri Jul 29, 2005 5:55 pm
by Lenard
Thank you.
You guys use too many acronims.