func_pushobject

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Desert Eagle
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func_pushobject

Post by Desert Eagle »

Done some searching, not much on the func_pushobject.

Anyone ever use it and for what?

Know of any good places to look for info on func_pushobject
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Shifty
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hmmm

Post by Shifty »

I know there is target push & trigger push - these are used for jump/launch pads as below

TARGET PUSH

target_push
Map Entity Color: gray
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This is not recommended for creating jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.
Keys
angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.
speed: speed of push (default 1000 game units per second). Has no effect if entity targets an aiming entity.
targetname: the activating trigger points to this. Push originates from the location of the trigger.
target: this points to the aiming entity to which the player will jump.
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Check Boxes/Spawnflags
BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (see notes).

Notes

The player will first move from the trigger to the target_push and then on towards the target_position.
To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key).
Note that the "angle" key also works.
A target_push can be used to make a wind tunnel push effect (as opposed to the jump pad effect of a trigger_push). It pushes the activator in the direction of the angle value or towards its apex, a targeted target_position entity.
The default speed is 1000.
If bouncepad is checked, it will play the bouncepad sound instead of windfly.

Design Tip:
There is a way to make the target push play proper sounds. Just create a sound\movers\plats folder under baseq3 and put a sounds windfly.wav in it. It can be the sound from the Q2 or your own custom looping if you're up to it.

TRIGGER PUSH

trigger_push
Map Entity Color: gray
Dimensions: size of brush used
Game Function: This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.
Keys
target: this points to the target_position to which the player will jump.
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes

To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.
This trigger automatically makes the bouncepad sound.
Speed of travel is determined by the distance needed to reach the target entity. Longer = faster.
For reliable Internet play, make any trigger which can be passed through at least 32 game units deep.
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Post by jv_map »

I think you can use func_pushobject for pushable crates.
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Desert Eagle
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Post by Desert Eagle »

thats what I was after JV.

In my MP map I want players to push crates (instead of blowing them up) that have fallen off a over turned truck (a road block) I want the players to push the crates out of way to continue.


thanks again
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Post by mohaa_rox »

Cool! Pushable crates in MP, cute! Like the lame game "pushbox" or something like that.
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