Blowing People

MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
<div class="IPBDescription">Heh... this sucks.... ;)</div> I was wondering about something. I've got an area in my map that had mesh gratting, with a fan underneath, that I wanted to have blow people upwards. The only issue is, people stick to the floor. As long as you jump, it will blow them up fine, but otherwise they can walk straight across. Is there any way to automaticly pull people off the floor?

Comments

  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Make a step downwards in the area covered by the push. This way, when they walk off the step, they get caught by the push and blown upwards.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Having a step there was already considered, but it wouldn't work well for the way it is set up. Since he already asked I'll mention this as well - would there be anyway to make it so this only affects one team. (i.e. marines but not aliens)
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    In essance... what we'd like to do is "pull" someone off the floor.... (by default they stick to the floor) Is there any way to turn off this "skicky" feature, or to defeat it in some manner?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited May 2003
    The problem with push effects in Half-Life is that you need at least some velocity for them to work. That's why you need to jump to get a vertical push to work, while horizontal pushes take effect almost immediately since you're already moving at least slightly in relation to the push..

    The way Half-Life got around this (i.e. the "bounce" pads) is using a func_door underneath the push area to give the player that little nudge upwards. Once the player starts moving vertically, the push will take over. In fact, the little xen bounce pads you see - the part that you see rising up for the visual effect is actually the solid that nudges you in the first place. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I do believe Fam's suggestion will work, but if you want to do this on a flat floor, use an invisible func_door underneath the the floor that is triggered when the player walks over it and resets almost immediately. Doesn't need to move far at all, as little as an 8 unit bump should be fine, but it'll get things started.

    It will take a long time to get all the numbers right, however. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    there was also teh suggestion of a tin lip made out of clip in an ealier thread im just to lazy to search today
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--KungFuSquirrel+May 16 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ May 16 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I do believe Fam's suggestion will work, but if you want to do this on a flat floor, use an invisible func_door underneath the the floor that is triggered when the player walks over it and resets almost immediately. Doesn't need to move far at all, as little as an 8 unit bump should be fine, but it'll get things started. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And making it invisible at the same time would make it perfect. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Thanks for the info, I can understand what you're saying but it wouldn't quite work out for what we were planning. That a push from something is required is what I was afraid of. Looks like we'll have to rework it some, won't be the first thing.
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