Author Topic: [SOLVED] trigger_push (Jump Pads/Launch Pads) Help!  (Read 4998 times)

Piper802

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[SOLVED] trigger_push (Jump Pads/Launch Pads) Help!
« on: July 13, 2008, 10:17:52 pm »
Hey I've been trying for a while to get jump pads working on my map. I've looked at both Bubba's Arena Mapping Tutorial, and Wemakemaps tutorial.
So I've set everything up as follows:
1.) Created a launchpad brush 32, 32 GUs and 8 GUs thick
2.) Created a trigger brush on the floor brush thats the same size but 64 GUs high
3.) I made the trigger brush a "trigger_push" entity and gave it the target of "jump1"
4.) I made a "target_position" entity and gave it the targetname of "jump1"
5.) The Green line indicates they're connected
6.) It doesn't work so I notice that Wemakemaps tutorial says to select them both and press "ctrl+k" so I also do that. (So now theres also a grey line indicating they're connected)
7.) It still doesn't work.

So I've been searching through the forums for an explanation and found a couple topics with people mentioning the "trigger_push" function is disabled. And I have no idea on how to enable it. :[ Halp pl0x0rz
« Last Edit: July 16, 2008, 08:48:53 am by Lava Croft »

Piper802

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Re: trigger_push (Jump Pads/Launch Pads) Help!
« Reply #1 on: July 16, 2008, 05:28:30 am »
Sorry for the bump, but I've been waiting for some help for three days :'[.

Plague Bringer

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Re: trigger_push (Jump Pads/Launch Pads) Help!
« Reply #2 on: July 16, 2008, 05:44:50 am »
I do believe it takes a target_push entity. It's been a while since I've done any mapping at all, much less anything to do with jump pads, but I do remember something about a target_push that worked for me. That should get you started, at least. Sorry if I was no help.

EDIT:

I was trying to use trigger_push as well just now.  Was driving me mad as to why it wasn't working.  However, there is an alternative that does work.  There is a target_push entity available.  Apparently this is calculated server side as opposed to trigger_push (client side I think, from what I read).  They probably did it as a cheat preventative.  Anyway, target_push works as follows:
1 - Make a target_position for the endpoint of the push
2 - Make a target_push near where you want to start (doesn't have to be exact, this will be all relative from what I can tell)
3 - Target the position entity with the push entity
4 - Make a trigger_multiple (or whatever) where you want the jumppad/launchpad/etc...
5 - Target the push with the trigger
6 - Compile

The line from the push to the end position isn't the exact line that will be taken, it just indicates the angle and distance of the push.  The push will actually begin at the player's position when the trigger is fired and follow a path relative to the line between the push and the end position.

If my instructions make no sense at all it's because I suck at explaining things sometimes. :P
« Last Edit: July 16, 2008, 05:46:49 am by Plague Bringer »
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Piper802

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Re: trigger_push (Jump Pads/Launch Pads) Help!
« Reply #3 on: July 16, 2008, 08:43:55 am »
Omg thank you so much :D. IT WURK'D