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Post by LHentschel on Oct 24, 2010 23:13:45 GMT -5
Ok. Thank you Paril
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 3, 2010 9:39:08 GMT -5
Jester and I have both used this by creating invisible brushes to rest the entity on top of. I even had one that "floated" a Quad Damage powerup and it bobbed up and down so you would have to time your jump at the right moment to pick it up (Solar Winds). Of course, the down side to this was we had to test the map over and over for the strength and height of the jump because depending on what part of the jump pad the player made contact with, it could put the player too high (unable to get the powerup) or too low (actually hit the invisible brush and fall into the void). It just took some testing on our part to get it just right.
Laura, if you have a decompile program, you're more than welcome to decomp my map and see the settings for that invisible brush. Hope this helps!
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reflex
ShotGun Guard
Posts: 47
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Post by reflex on Nov 7, 2010 23:21:18 GMT -5
on tltf the floating shards and armor between the jump pads are (I think) on 1 unit square invisible boxes.
I have seen a player land and stand on one of them.
Maybe decompile the map and look at exactly how they did it.
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Post by Wixen1 [Q2C] on Nov 11, 2010 12:09:04 GMT -5
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Post by LHentschel on Nov 11, 2010 15:51:48 GMT -5
Thank you all.
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