jump/bounce pads (like in quake 3)

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De$t!ny
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jump/bounce pads (like in quake 3)

Post by De$t!ny » May 20th, 2005, 12:26 am

does n e 1 know how 2 make them? i saw on modsonline that for sof2 there is a function in radiant to make jump pads, but it doesn't exist for cod radiant :( so this would b a scripting job. i think noodle tried it but said he couldn't get it working properly...

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Post by Drofder2004 » May 20th, 2005, 12:49 am

The closest thing CoD has to a 'jump pad' is a diagonal ladder.

I believe the only way to do this is game scripting (not map scripting) and would end up having a mod instead of a map. But even then I doubt it is possible to do it :?

Will have a look more in depth 2moro, but nothing can be promised :(
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Post by woCooM » May 20th, 2005, 7:33 am

i researched the web a few weeks back and noone has managed to create one for CoD .... but then again only a few mappers know how to use a diagonal ladder :P
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Post by Drofder2004 » May 20th, 2005, 4:42 pm

Well, as I guess we have figured it is impossible to make a jumppad...

But, it is possible to make a simluated jump pad.

In other words, script a platform using a gravity movement, this make it seem like your flying in a very smooth way.

I have been playing around with it all day, and to get it working has been a lot of trial and error.

I will make a small map with it in use, and upload it... :D
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Post by Drofder2004 » May 20th, 2005, 6:06 pm

Well. Finally got it working quite nicely.

I have provided the gsc's, bsp and map file. Put them into the relevant directory (ones you use). Here
Like i said, the scripting on this jumppad, only work works the height and distance i have set it to (again trial and error). You will have to change it around to suit your map.

Change the gsc's to set different heights/lengths.

The jumppad movement is called "movegravity" and the parameters are "((x, y, z), time)" although in my experience today, its about judgement and not correct figures :P

The other part you need to change is the final movement "moveto". This is where the centre of the origin is, and also the centre of the brush that makes the jump look realistic.

Have Fun :D
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Post by jesusfreak » May 20th, 2005, 7:08 pm

How did you figure this out. I would like to know cause i like to do things on my own not with help like that. :roll:

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Post by Ursemmer-Shapiro » May 20th, 2005, 7:09 pm

Ive downloadet it but where to put it to play it? And its a rar bestand :S

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Post by Drofder2004 » May 20th, 2005, 7:18 pm

jesusfreak wrote:How did you figure this out. I would like to know cause i like to do things on my own not with help like that. :roll:
A lot of thinking, searching and applying ;)

Thought of a different way of "boosting" people to higher grounds - Using an invisible wall/some form of anti gravity.

Searched mods online for gravity. Found the a scripting guide (which I already had) and found a command in it called movegravity...

Applied that to an invisible brush and tweaked it :)
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Post by Drofder2004 » May 20th, 2005, 7:20 pm

(UA)Ursemmer wrote:Ive downloadet it but where to put it to play it? And its a rar bestand :S
Put all files (except map) in c:/program files/main/maps/mp/

Then open CoD and type in console...

/devmap jumppadmap2

(Is not a full map or anything, its just an example of a "jumppad")
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Post by Ursemmer-Shapiro » May 20th, 2005, 7:32 pm

Ive downloadet a RAR and i quess thats not good :S

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Post by Drofder2004 » May 20th, 2005, 8:41 pm

(UA)Ursemmer wrote:Ive downloadet a RAR and i quess thats not good :S
Sorry I use WinRaR instead of winzip. Download Winrar and scrap winzip tbh.
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Post by Noodle » May 20th, 2005, 9:22 pm

Wow, Drofder, nice work. Ive been trying to script one of these for a while, never thought of doing it the way you did in yours, been trying to adapt my teleporter script. This will come in useful :D

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Post by Drofder2004 » May 20th, 2005, 9:56 pm

Noodle wrote:Wow, Drofder, nice work. Ive been trying to script one of these for a while, never thought of doing it the way you did in yours, been trying to adapt my teleporter script. This will come in useful :D
Thanks, teleport script... would like to see that in action... (thought it wasn't possible?)
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Post by Koekie » May 21st, 2005, 1:40 pm

I know it's possible under the Quake III engine,
but it's possible in CoD aswell? :shock:
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Post by Drofder2004 » May 21st, 2005, 5:00 pm

.Koek!e' wrote:I know it's possible under the Quake III engine,
but it's possible in CoD aswell? :shock:
Well, the save mod is like a teleport? (although if your falling and respawn, your fall still hurts :P
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