Help: Suggestions for Jump Booster Pad

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Naulziator
104 Posts
Posted Aug 16, 2008
I'm making a map that involves a couple of jump boosters like in Ratchet & Clank: Going Commando. I might need a dynamic model for decoration later. For now I'm just using a closed ball catcher to mark the boost area.

In the meantime, I would like to know if there's any better way to create the actual boost than using the jump button with a switch activated high-speed func_door (set around 500). The Use+Jump combo works like a charm, but I'm very sure some of you guys have used a very different technique to shove the player to a reasonable hieght and still give them enough control to aim their descent on the right floor pad. Also, I doubt you guys use the Tab key for your jump button.

Also, what's the best way to control a rotating platform with a valve switch?

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Mek
459 Posts
Posted Aug 16, 2008
Replied 5 hours later
You could try a trigger_push maybe? Just guessing...
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msleeper
4,095 Posts
Admin
Posted Aug 17, 2008
Replied 12 hours later
trigger_vphysics_motion
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Naulziator
104 Posts
Posted Aug 17, 2008
Replied 7 hours later

msleeper wrote:
trigger_vphysics_motion

I'll give that a shot.

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Naulziator
104 Posts
Posted Aug 17, 2008
Replied 8 hours later

Thanks. That simplified the activation part of the task rather quickly. Now the tricky part is modifying the trigger part of my booster prefab to properly fling the player to the proper height at the right speed. Now if someone who has played Ratchet & Clank 2 to death can fish me up a decent dynamic prop, I'll gladly add it to the prefab I'm working on. Then I can plop it on the the utilities download.

Also, how do you guys make the floating particles for your gravity boosts?