The jump pad entity of Ricochet, works almost identically as Quake III Arena's jump pads if you are familiar with those.
Attributes
- Target (target) - The jump pad's destination. The game handles the speed/gravity calculations automatically.
- Name (targetname) - Property used to identify entities.
- Master (master) - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- Kill target (killtarget) - Remove this entity from the game when the trigger_once is triggered.
- Target Path (netname)
- Sound style (sounds)
- Message (message)
- Height (height) - Height of the jump, if 0, 150 is assumed.
Flags
- Monsters (1) - Allow monsters to activate this entity.
- No Clients (2) - Players cannot activate this entity.
- Pushables (4) - Allow pushable objects to activate this entity.