Noob question

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Noob question

Postby Kryten » Thu Jul 31, 2008 11:58 pm

Just discovered Nexuiz about a week or so ago. I've been messing around with GTKRadiant for probably about 3 or 4 hours total, and I'm not sure if my concept is even possible.

Instead of having a pad push players towards a target, I'd like to have it act more arbitrarily bouncy. More specifically, rather than move player from point A to point B, I'd want it to eject the player at a reflected angle from the one they hit the pad with and, say, double their velocity or something. Is this possible with DarkPlaces or am I out of luck? :?:
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Postby [-z-] » Fri Aug 01, 2008 12:44 am

Hello and welcome to the forums,

Glad you enjoy the game! I brought up a similar question about making jump pads more like 'acceleration pads' and was pointed towards tZork's brokenworld_r3v2, where the fan in the center uses some physics tZork created.

I don't remember where his physics are documented but if you shift click the trigger about the fan and hit 'n' in gtkradiant, you'll see the following attributes make it work:

classname trigger_impulse
strength 2500
target t17


I think there are more trigger types. Someone else should be able to give you more. I hope this helps!

Edit: A little more information about this was revealed by tZork.

/*QUAKED trigger_impulse (.5 .5 .5) ?
An accelerator/dampener/wind field.
Can be used in two ways:
"dampener field": just set strength to a value from 0 to 1. Entering the field will slow down to this factor.
"accelerator field": just set strength to a value from 1 to infinity. Entering the field will accelerate by this factor.
"wind field": set strength to the amount of velocity to add per second, and target a target_position. The field will apply force in the direction from its own origin to the target (use an origin brush to specify its own origin, or this will fail) when touched.
"gravity field": set strength to the amount of velocity to add per second at the center, and set radius to the radius of the field. Set falloff to the desired falloff characteristics.
-------- KEYS --------
target: "wind field": points to the target_position to which the player will get pushed.
strength: "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.
falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
*/

http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup
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Postby Kryten » Sat Aug 02, 2008 4:12 pm

Thanks for the info :)

I'm in the process of fiddling with trigger_impulse now. I do end up bouncing across the room, but it's managed to be directionalized. It always tosses me (and whatever rockets I shoot into it) into one corner of the room. I tried rotating the target_position but it didn't seem to want to point straight up (I'm not sure that would fix it).

I'll mess around with it more when I get a chance.
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Postby [-z-] » Sat Aug 02, 2008 4:22 pm

Kryten wrote:Thanks for the info :)

I'm in the process of fiddling with trigger_impulse now. I do end up bouncing across the room, but it's managed to be directionalized. It always tosses me (and whatever rockets I shoot into it) into one corner of the room. I tried rotating the target_position but it didn't seem to want to point straight up (I'm not sure that would fix it).

I'll mess around with it more when I get a chance.


I've had about the same luck, including the trying to get it to point straight up. I was trying to simulate zero gravity by setting the strength to '0' but it would still pull me the length of the brush, even when the target was centered.
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Postby Sepelio » Sat Aug 02, 2008 4:31 pm

I'll play around with it and see what happens

Done. It does seem sort of broken in some way.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby tZork » Sat Aug 02, 2008 5:48 pm

When used in directional mode, the direcion is that between the trigger_impulse's origin and its target's. heres an example image for one applying 1500 force each second straight up. To conter gravity the feild would need to have a strength equal to the setting of sv_gravity (usualy 800) and be targeted straight up.

Image
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Kryten » Sun Aug 03, 2008 5:20 pm

What's the little brush inside the trigger brush there?
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Postby tZork » Sun Aug 03, 2008 5:27 pm

Its a brush, part of the trigger_impulse entity, textured with common/origin like the entity notes say:

"wind field": set strength to the amount of velocity to add per second, and target a target_position. The field will apply force in the direction from its own origin to the target (use an origin brush to specify its own origin, or this will fail) when touched.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Kryten » Sun Aug 03, 2008 6:00 pm

Ah ha. The wonders of the origin brush. Somehow I managed to overlook that one. Thanks *blushes*
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