OnJump
Posted Jul 09, 2013
I have been trying to find a way to make a sound trigger upon jumping.
So far i have tried making a layer of triggers on the entire ground so when you jump you stop touching the trigger, and even though it is glichy it seems to work decently fine. now i want it to only work in a single spot but the problem with this is that when a player walks into this it will activate.
does anyone know an easier way to activate a trigger upon jumping.
So far i have tried making a layer of triggers on the entire ground so when you jump you stop touching the trigger, and even though it is glichy it seems to work decently fine. now i want it to only work in a single spot but the problem with this is that when a player walks into this it will activate.
does anyone know an easier way to activate a trigger upon jumping.
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Posted Jul 09, 2013
Replied
13 minutes
later
Try starting your trigger disabled, and have a trigger inside that trigger which enables the first trigger. This should solve the problem I think.
Posted Jul 09, 2013
Replied
30 minutes
later
Get a logic_playerproxy. It has an output for different things, including jumping. Connect it through a logic_relay, and enable and disable the relay to stop it outputting.
Posted Jul 09, 2013
Replied
4 minutes
later
Tmast98, that was a good idea and i saw the logic behind it, but it did not work, probably because the trig area that i am using is small enough were you touch the inner one and outer simaltaniouly.
Posted Jul 09, 2013
Replied
9 minutes
later
TeamSpen210, thanks, worked like a charm.
Posted Jul 10, 2013
Replied
5 hours
later
The logic_playerproxy, like TeamSpen210 said, is generally the best option when it comes to having a certain output on a certain button press. I've seen a lot of suggestions of re-binding: DON'T do that, use this lovely entity instead
Posted Jul 10, 2013
Replied
32 minutes
later
Lovely indeed!
I didn't know about this entity >.<
Posted Jul 10, 2013
Replied
12 hours
later
It's surprisingly obscure compared to the game_ui, but it's a wonderful thing to be able to use. I think I've rebound +duck to four different things in different maps with it.
Posted Jul 11, 2013
Replied
10 hours
later
Is there any way to make the jump command fire an output while being suppressed by a game_ui? Because this is for an SCP containment Breach map, and space bar is blink, and crouch is enabled, and left and right mouse buttons are being reserved for inventory functions inside my map.
Posted Jul 11, 2013
Replied
20 minutes
later
CamBen wrote:
... and left and right mouse buttons are being reserved for inventory functions inside my map.
A custom HUD?
(I'm planning on making one too for my mod
)
Posted Jul 13, 2013
Replied
2 days
later
Thanks for the help, but i have one more question. Is there a way to detect when the player gets back on the ground after the jump.
Posted Jul 22, 2013
Replied
8 days
later
boctroy wrote:
Thanks for the help, but i have one more question. Is there a way to detect when the player gets back on the ground after the jump.
Just use a trigger for that.
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Posted Jul 22, 2013
Replied
5 hours
later
ya that's what i ended up doing.
After all my questions i finished my map, here it is if anyone is interested. http://steamcommunity.com/sharedfiles/filedetails/?id=161480319
After all my questions i finished my map, here it is if anyone is interested. http://steamcommunity.com/sharedfiles/filedetails/?id=161480319