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jump pads....

Posted: Fri Aug 13, 2004 9:28 pm
by baturkin17
hya, im not sure if these are some top secret, shoot you if you know, kind of knowledge but im gonna ask anyway.

how can i make a jump pad.

i want to make one in my map, like say im driving in a hog, and i run over the jump pad, and get flung into the air 15 - 20 feet.

but still keep the forward momentum so you can get over a obstacle.

so does anyone know how and cares to share this info with me.

thanks in advance.

Posted: Sun Aug 15, 2004 7:35 am
by GHL
err not sure, off the top of my head i could say........ make the pad like a projectile that hits you when you impact it but without damage, so its like a rocket firing you up.

Posted: Mon Aug 16, 2004 12:39 am
by Tiamat
make a peice of scenery with an attachment that is a constant expolsion occuring on it, make sure the scenery has a maker then get rid of all the partilces in the expolsion effect.

Posted: Mon Aug 16, 2004 6:31 am
by gamble
but if its a true explosion of that magnetude won't you take damage? or wouldn't it like flip a vehicle if it was too close?

Posted: Tue Aug 17, 2004 5:20 am
by SilverStone641
you could use collision geometry to tell the explosion when to blow.

Posted: Thu Aug 19, 2004 12:31 pm
by viperz
what section inside the collision geometry need to be changed?

Posted: Thu Aug 19, 2004 6:41 pm
by 343Halo
Hmmm sound like it would be really cool if it could be done

Posted: Thu Aug 19, 2004 6:52 pm
by FReAK
actually it has been done ...:::hint:::... look back at ndugu alpha... cough cough.....

Posted: Thu Aug 19, 2004 6:52 pm
by 343Halo
FReAK wrote:actually it has been done ...:::hint:::... look back at ndugu alpha... cough cough.....
it has this in ndugu??????

Posted: Thu Aug 19, 2004 6:54 pm
by Danke
You'd be better off making a scenery object that has an effect attachment (not sure if it's possible) and make that an invisible explosion with the damage effect taking off 0 and force of whatever. That's not too hard if it's possible to make that scenery.

You aren't by chance making some Quake maps, are you?

Posted: Thu Aug 19, 2004 6:55 pm
by 343Halo
no hes not its for a secret map thats gonna be coming out in a couple weeks or less.

Posted: Thu Aug 19, 2004 6:57 pm
by FReAK
yes. they are very suckish though. when u use one u kill urself cus the explosive force when u toch it is too much. but u could go into ndugu and look at it and stuff and learn from it. btw they are in the tunnel things with the weaponcaches. there are none outside or in the hog compound.

Posted: Thu Aug 19, 2004 6:58 pm
by Danke
Either way, jump pads are cool.

And yes, you can add attachments to scenery, which includes effects. Good luck.

Posted: Thu Aug 19, 2004 8:41 pm
by gamer49
i have made jump pads!!! if u want them just ask

Posted: Thu Aug 19, 2004 9:05 pm
by Danke
Cool, and Freak, the jump pad's force can be set to push you far enough without killing you, especially if in a vehicle.

Posted: Fri Aug 20, 2004 9:50 am
by FReAK
well i never tried ndugus with a board... i give it a try next time i play it... never.

Posted: Sun Aug 22, 2004 6:51 am
by rec0
yeah ndugu has jump pads.. thanks to molkien, molkien's test map with jump pads showed them off really well. Ndugu will have more pads around the level if Gyro manages to finally find someone that will work on it for him...

You don't need to do anything with collision geometry.. just a piece of scenery with a damage effect that has force attached to a marker.

Posted: Mon Aug 23, 2004 8:03 am
by gamer49
i have working jump pads it any one wants them i have 3 versions

Posted: Mon Aug 23, 2004 8:38 am
by gamer49

Posted: Mon Aug 30, 2004 1:32 pm
by Berkano
Well, there were a few experimentations that I used back in the day with old log modding.

By manipulation of the plane normals, as I believe I described in some forum threads a long time ago. You can produce a 'bouncing' or throwing effect which would not 'hurt' vehicles. Mind you if MC stepped onto it his shields might give and he'd be splatterfied, but thats just due to terminal velocity and falling distance (usually).

What this achieves is not a 'force' effect but rather a BSP miscalculation. You trick the program into throwing the item out of a region that 'in theory' it should never have entered.

USER: "Ima go inside this space"
COMP: "OK."
COMP: "Wait a minute.. you tricky bastard. B00T!"
USER: "Weeeeee!"

Now depending on how you adjust the normal you fling them in different directions.
Keep in mind, this is a per-triangle basis, so you're gonna want to make sure they hit as few triangles as possible in order to simplify the situation.

The best example would be a wedge, where one side was nothing more than a square with 2 triangles. Easy to modify.

I've tested this, it launches vehicles although a bit hap-hazardly, but that was before we could create our own BSPs. =)

If the force is set to be too much and at too high an angle, an MC will be splatified.

If you're interested, look over the forums for my old Collision Model stuff. It should be in there somewhere.