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