How to make trampolines? Created 14 years ago2010-10-12 03:32:09 UTC by xzec xzec

Created 14 years ago2010-10-12 03:32:09 UTC by xzec xzec

Posted 14 years ago2010-10-12 03:32:09 UTC Post #286303
Hi there!

I was wondering how it's possible to make some kind of a trampoline?
When you jump on it, you will immediately increase in height, and the more you jump on it, the greater height you will gain.

Maps like ka_jump and ka_bungee has these trampolines.
User posted image
Posted 14 years ago2010-10-12 04:26:34 UTC Post #286304
Make a "sandwich" out of multiple trigger_push'es under the trampoline. The lowest one should have a high "speed of push"-value, then you lower it a little for each trigger_push.
Posted 14 years ago2010-10-12 06:56:19 UTC Post #286307
And if that doesn't work, decompile the maps, figure out how it was done, rebuild it from scratch in your map, and delete the decompiled maps.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-10-12 10:13:27 UTC Post #286308
thats not how you do itttt!! You have to do it the same way the xen pusher is made, you make an invisible door, or even one the same colour as the trampoline, make it be exactly where the trampoline is but go up when triggered, make the trigger ontop of the trampoline, and make a trigger_push brush with about 2000-3000 speed, now make the trigger trigger a multi_manager which triggers the func_door and the trigger_push at the same time, and make the trigger_push turn off in 2 secs, so the person gets chucked in the air by the door and the push makes him go even higher than usual, and the trigger should be a multimanager so it can be re-triggered, so now every time he will just bounce up like on a trampoline. Ofc he will get damaged if you make him fly too high and then fall, so you can also add a little trigger_gravity thing at the bottom of the trampoline, so that when he falls against it he will slow down before he hits it and not take damage.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-12 21:48:29 UTC Post #286322
Thanks for the great answers! :)

I used WinBSPC to decompile 35hp_jump, and I can see it uses trigger_push.
I got a greater overview of the entities using BSPViewer.

BSPViewer: http://www.slackiller.com/hlprograms/bspviewer156.exe
WinBSPC: http://www.cstrike-planet.com/files?dl=90
35hp_jump: http://ufbteam.com/download.php?view.7884
ka_bungee: http://ufbteam.com/download.php?view.6179

Edit:
Trigger_push at the bottom, trigger_gravity above and again a trigger_gravity over it all so you get your previous gravity back.

Again, thanks a lot to you all for such a great help and support! :)
Posted 14 years ago2010-10-12 23:32:05 UTC Post #286325
Hah, anyone remember the trampolines I made in Santa's Revenge 2? Haha, man they were awful, funny watching people explode in frustration trying to use them, though. :biggrin:
Posted 14 years ago2010-10-12 23:39:26 UTC Post #286326
There's something wrong though, sometimes when I jump from one trampoline to another, the trigger_push doesn't work and I land into a certain death.
Is there some way this could be prevented?
Posted 14 years ago2010-10-13 01:23:39 UTC Post #286327
I wish we can play santa revenge 2. I have no idea where to get it though.
Posted 14 years ago2010-10-13 01:49:38 UTC Post #286328
...

You're a little oblivious, aren't you?

Try checking out the author's profile, for starters. It might be under the "maps" tab. ;)


Didn't realize the link was dead.
Posted 14 years ago2010-10-13 11:48:43 UTC Post #286333
^ pwnd himself.
xzec the trigger_push is not the entity that stops the player from dieing, it's the one that lowers the gravity. If he does not hit the gravity trigger he will die, so you will have to find a way to make sure he hits it or he doesnt go too high.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-13 17:49:47 UTC Post #286336
trigger_push does not affect gravity, only velocity.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-10-13 20:09:21 UTC Post #286339
Add an invisible 1px high func_water.
Posted 14 years ago2010-10-13 20:29:54 UTC Post #286341
eh, yeah. Sorry about that, I'm sure I've got it around here somewhere. Once I find it, I'll upload it again.
Posted 14 years ago2010-10-13 22:57:13 UTC Post #286342
epic fails are funny.
Posted 14 years ago2010-10-14 01:51:40 UTC Post #286347
Well, the thing is, when trigger_push fails, I won't bounce up again, though that isn't what makes me die.
That's when I gain too much height, but I can see with all other maps, the trigger_push never fails and they never recieve any damage either.
They don't use water nor gravity.

Edit:
The water works perfectly, I do not gain more height and now I have to actually jump to trigger the trigger_push, whereas before I didn't need to jump wich was something I didn't like.

By the way, is there some way to make the water make no sound?
I have "Move Sound: No Sound" and "Stop Sound: No Sound".

Again, thank you all for your great help, you've saved me a lot of headaches! :D
Posted 14 years ago2010-10-14 02:39:26 UTC Post #286350
Discostu why would you suggest water? -.-
Skals SkalsLevel Designer
Posted 14 years ago2010-10-14 03:38:14 UTC Post #286351
Water prevents fall damage.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-10-14 06:14:20 UTC Post #286352
I guess that's not the reason why Skals questioned it, rather because of the "noob" way to do it, but that doesn't bother me, as long as it works. ;)
Posted 14 years ago2010-10-14 08:20:01 UTC Post #286353
Water stops you from taking fall damage because it stops you from moving properly, he wont be able to make the player jump properly if the player is in water.
Skals SkalsLevel Designer
Posted 14 years ago2010-10-14 10:12:43 UTC Post #286354
It haven't bugged or anything on my side, though one could increase the movement speed in the water itself, if it should cause any problem with movement.
Posted 14 years ago2010-10-14 13:08:21 UTC Post #286355
@Skals: Got a better idea?

I never said I'm an Uber Mapper.
Posted 14 years ago2010-10-14 13:46:50 UTC Post #286356
Yeah. A tiny trigger_push brush that pushes the player up, constantly active and not fast enough to actually make him go WOOSH into the air, but rather as it pushes the player up, the player is still falling but at a much slower pace, lowering the falling damage.
Skals SkalsLevel Designer
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