How do you make a trampoline like in MOH Ball maps?

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Lt. Striker
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How do you make a trampoline like in MOH Ball maps?

Post by Lt. Striker »

I searched and didnt find anything on this so this is new i think. For a map I am going to make I need a trampoline. Does anyone know how to make this? If you do please tell me.
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Post by omniscient »

bind an origin brush to the players feet.
on the trampoline set the origin brush at the players feet, and use waypoints to set the player in motion higher.
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Lt. Striker
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Post by Lt. Striker »

How would I bind the origin brush to the players feet? Also what would I need for the scripting part of this?
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Post by omniscient »

$origin bind $player

just notepad, its just gonna be a regular scr.
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Lt. Striker
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Post by Lt. Striker »

yeah but is there a certain line I need to put in my script to make the trampoline work?
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tltrude
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Trigger_push

Post by tltrude »

I have never seen that "ball" map, but you could use a trigger_push. You might what to turn down the speed. "speed" indicates the rate that entities are pushed (default 1000).
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Lt. Striker
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Post by Lt. Striker »

A trigger push? How exactly would I set that up so it works?
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trigger

Post by tltrude »

Make a brush with trigger texture and place it over your tramp. Then highlight it and hit key N. Double click on "trigger_push" and then add key/values.

Key: angle
Value: -1

Key: speed
Value: 256

You can also add a script_origin above the trigger to act as a target for it. Name it "tramp_origin", for example.

Key: target
Value: tramp_origin

It also, wouldn't hurt to place player clip around the sides (about 128 up off the tram), so players stay on top.
Last edited by tltrude on Wed Mar 03, 2004 1:37 am, edited 1 time in total.
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Post by Lt. Striker »

Hey thanks, but one more question. Is there any certain line I would need to add to my script to make the trampoline work?
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tltrude
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nope

Post by tltrude »

Nope, the trigger is on all the time--unless you turn it off in the script.

$my_tramp_trigger nottriggerable // turns it off
$my_tramp_trigger triggerable // turns it back on

It would need a targetname for that.

Reread my last post, I added something about clip brushes.
Last edited by tltrude on Wed Mar 03, 2004 10:56 am, edited 1 time in total.
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Post by omniscient »

thought trigger-push was only in counterstrike.
same engine, stupid self.
sorry.
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cure

Post by tltrude »

Knowing you are stupid is the first step to a cure!
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Re: cure

Post by omniscient »

tltrude wrote:Knowing you are stupid is the first step to a cure!
good then im on my way!
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Post by hogleg »

Hey Striker, If it works well why don't u make it a prefab and post it.
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Post by wacko »

u can set the trigger_push nottriggerable by a trigger_multiple where the player has to walk to reach the trampoline and reactivate it by a trigger_multiple above the trigger_push which the player would reach just when he jumps. So he would start to jump only when he wants to.

Or even do more than one trigger_multiple to give the trigger_push an increasing speed with which he would reach the next trigger_multiple in each jump.
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