trigger_push Making Bounce Pads

trigger_push Making Bounce Pads

Re: trigger_push Making Bounce Pads Posted by Grash on Mon Jan 10th 2005 at 3:54am
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Posted 2005-01-10 3:54am
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I'm getting use to Hammer as I playing around with a HL2DM map that's a clone of Q3DM17 (Longest Yard).

I'm trying to get the bouce pads in the center of the map to work atm, but with no success.Right now I've got four trigger_push brushes but when I try to set the "Direction of Push" but when I run the map the trigger brush does nothing at all.

Should I be linking a second entity to the push brush to give it the direction? (Q3 and UT2k4 Follow this method) Or is there something else I should be doing?

Thanks!
Re: trigger_push Making Bounce Pads Posted by Orpheus on Mon Jan 10th 2005 at 11:17am
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Posted 2005-01-10 11:17am
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assuming HL2 is like HL1.

pushes never worked correctly unless the players feet left the floor. you have to force the player to do this. either by lowering the surface suddenly, or pushing the floor up with a lift/func_door.

what happens when you walk into your pad? can you jump and make it function?

tell us more than what its failing to do.
Re: trigger_push Making Bounce Pads Posted by Rof on Mon Jan 10th 2005 at 4:37pm
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Posted 2005-01-10 4:37pm
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I've heard of the "no push when on the floor" problem too. Of course
this is assuming you've set the trigger_push's angle correctly.

If you don't want to make a visible dip in the ground where the push
is, you could use small playerclip ramps around the trigger, that
launch the players into the air slightly as they run over them.

Or make an invisible playerclip func_door which lifts the player a few units, as Orpheus says.

You might also look at trigger_vphysics_motion, which seems to be a
new, much more configurable version of trigger_push that also works on
physics objects.
Re: trigger_push Making Bounce Pads Posted by dabait on Tue Jan 11th 2005 at 3:54am
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Posted 2005-01-11 3:54am
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As mentioned, a player won't be affected unless s/he's first acted on
in some way that causes their feet to leave the ground. There
are various mechanisms to do this -- here are a just a few:
  • A vertically moving func_door that's triggered at the same time
  • Lowering the area where the push entity is (causes the player to momentariy step off the surface)
  • Adding a ring of clip-brushes around the push entity (same effect as above)
The last two are the easiest to implement. Use whatever method is most suitable for your needs.
Re: trigger_push Making Bounce Pads Posted by Orpheus on Tue Jan 11th 2005 at 12:11pm
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Posted 2005-01-11 12:11pm
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all this is conjecture till the guy who posted returns and answers my question guys :lol:

if its an issue of looks, you can hide holes with func_illusions, so the players feet leave the ground, but it looks flat before you walk upon it.

till he returns and answers my question, that is why i didn't make it yellow.
Re: trigger_push Making Bounce Pads Posted by Grash on Wed Jan 12th 2005 at 10:35pm
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Posted 2005-01-12 10:35pm
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Ah, okay... That's stupid to have to be off the ground but I understand what is going on.

Thanks Guys.
Re: trigger_push Making Bounce Pads Posted by Bl1tz on Tue May 10th 2005 at 6:44am
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Posted 2005-05-10 6:44am
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Has anyone made a working example of this??

I'm trying to get my trigger_push to work, but it will only work on
prop_physics props. When the player steps on it, it gives a "Warning
velocity out of range for prop player_[whatever] clamping..." and
doesn't move me.

It doeesn't give that error for the prop_physic props.

Thanks to anyone who can help, because I've tried everything and I can't get it to work.
Re: trigger_push Making Bounce Pads Posted by Orpheus on Tue May 10th 2005 at 8:44am
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Posted 2005-05-10 8:44am
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try decompiling the map "dm_bounce"
Re: trigger_push Making Bounce Pads Posted by wil5on on Tue May 10th 2005 at 9:51am
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Posted 2005-05-10 9:51am
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Decompiling bounce isnt going to help much in HL2, I suspect everythings changed...

Make sure the flags on the push are set right. If they are, its possible the player is still on the ground when the push starts and HL2 clamps the players vertical velocity to 0 when hes "on the ground". Make a non-solid floor around the push (func_brush, solidity always off), and put a solid floor under that, so the player falls slightly when he enters the push trigger.
Re: trigger_push Making Bounce Pads Posted by Orpheus on Tue May 10th 2005 at 10:03am
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Posted 2005-05-10 10:03am
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wil5on said:
Decompiling bounce isnt going to help much in HL2, I suspect everythings changed...
Dude. when was the last time i gave advice, without checking it for authenticity? I do sometimes post questionable ideas, but its always clear that its not 100%. In this case however, there is an HL2 version of the map.

sighs

I'd have thought that after all this time, I would be better understood. You just ruined my day ol' man. :cry:
Re: trigger_push Making Bounce Pads Posted by Addicted to Morphine on Tue May 10th 2005 at 2:26pm
Posted 2005-05-10 2:26pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I have a working Bounce effect going on in one of my maps.

This is what I did. First, make a brush that will cover the area of
your "bounce" effect and then tie it to the "trigger_push" entity.

Make sure "Start Disabled" is set to "No."

Make sure the "Push Direction (Pitch Yaw Roll)" is set to Up (which is an angle of -90 0 0). Here's a picture:

User posted image

Right below that is the "Speed of Push" option. Set that to a fairly
high number. I've set mine to 2000. Try and play around with the
setting to get the right feel for your bounce pad. If you find
yourself inside the trigger push and only slightly vibrating but not
flying up, you'll have to increase the speed.

For flags I have "Clients" and "Everything" checked. There you should be good to go.

If you're still confused listen to Orph and check out dm_bounce.
However, if you want to make the bounce pad look really snazzy, check
out the remake of dm_lambda_bunker. The mapper has a really cool
looking bounce pad in that remake of the classic.

Here check out the effect:

User posted imageUser posted image
Re: trigger_push Making Bounce Pads Posted by Bl1tz on Wed May 11th 2005 at 12:10am
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Posted 2005-05-11 12:10am
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I tried putting clip brushes around it so that the player would "fall"
in like you said, but it's still not working. I guess I will just have
to mess with it until I get it right. Thanks.

edit: I have tried every method discussed and I still can't get it to
work correctly. This is infuriating. I tried putting not solid brushes
around it, using a door to make the player fall into it, even if I drop
the player from 1000 ft into the f**king thing, it still doesn't work.
I finished my map, and this is the one thing that refuses to work. If I
can't get it to work, I'm gonna have to redesign a large area that I
really like, and I'd prefer not to do that.

If any of you have map sources you wouldn't mind lending out, I would really appreciate that. Thanks.
Re: trigger_push Making Bounce Pads Posted by Orpheus on Wed May 11th 2005 at 12:29am
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Posted 2005-05-11 12:29am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Bl1tz</DIV>
<DIV class=quotetext>I tried putting clip brushes around it so that the player would "fall" in like you said, but it's still not working. I guess I will just have to mess with it until I get it right. Thanks.
</DIV></DIV>

clip brush?

you need a brush set to func_illusion, or just make an indentation in the floor to break contact between the feet of the player, and the floor.

..............player's feet
floor ----\____dip_____/-----floor
Re: trigger_push Making Bounce Pads Posted by Addicted to Morphine on Wed May 11th 2005 at 3:02am
Posted 2005-05-11 3:02am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Make sure that the brush you tie the "trigger_push" to is tall. For example... make it at least 3 or 4 player heights tall.

When you're standing in the trigger_push brush and you jump, do you go anywhere?

If you're still having problems I can send you my VMF with the working bounce pad.
Re: trigger_push Making Bounce Pads Posted by wil5on on Wed May 11th 2005 at 10:09am
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Posted 2005-05-11 10:09am
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Orpheus said:
I'd have thought that after all this time, I would be better understood. You just ruined my day ol' man. :cry:
Sorry Orph... I didnt know about the HL2 version of dm_bounce.

(I dont want to start a flamewar or anything... but to my memory you have a history of posting advice thats applicable to HL1 but not HL2, particularly with regard to vrad)
Re: trigger_push Making Bounce Pads Posted by Orpheus on Wed May 11th 2005 at 10:32am
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Posted 2005-05-11 10:32am
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wil5on said:
(I dont want to start a flamewar or anything... but to my memory you have a history of posting advice thats applicable to HL1 but not HL2, particularly with regard to vrad)
This is true ol' man, but I always begin the post with "Assuming HL1 is like HL2"

I always try to leave room for my stupidity, when it exists. When I am sure, I just post.

I know my reputation belies that statement, but when I say "I am sure" I do not care if I am the only one. :wink:

No hard feelings bud, I was just... tired. I drove 2,600 miles this last trip in just 3 days.

Just forget i said anything.