Anyone knows how to make 3D slopped floors to work as like a jumping pad? During my work on another project, I have been utilizing jumping pads as a means to get from one platform to another. However, I have seem to run with an issue with using this same technique with 3D slopped floors. Originally, I would use 'Actor hits floor' THING type and achieve the thrusting properties. But, however, while using the 3D slopped sector, I used 'Actor hits floor' and even 'Actor hits fake floor', none of which seems to work. I have provided an example that shows the difficulty I have been using with the slopped sector. The first jump pad merely demonstrates the basic function of what I am using the jump pad for. However, the second platform contains two slopped jump pads. The jump pad on the left side can work, if the actor enters the slopped sector where the slop and the initial floor are equal. If the actor lands on the middle of that slop, the jump pad will not work. The middle jump pad just does not work at all.
Anyone mind lending me a hand?
3D Slopped floors and jumping pads
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- Siberian Tiger
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3D Slopped floors and jumping pads
Last edited by Siberian Tiger on Sun Aug 21, 2011 6:29 pm, edited 1 time in total.
- NeuralStunner
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Re: 3D Slopped floors and jumping pads
In a way, the "floor" of the 3D object is actually the ceiling of the control sector. Have you tried Actor Hits Ceiling?
- Siberian Tiger
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Re: 3D Slopped floors and jumping pads
I just tried that THING type, and still I was not able to get the middle 3D slope to work.NeuralStunner wrote:In a way, the "floor" of the 3D object is actually the ceiling of the control sector. Have you tried Actor Hits Ceiling?
- Kappes Buur
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Re: 3D Slopped floors and jumping pads
For some reason your example will not decompress.
If you want to use a 3d floor as a jumppad, then use something like
if (GetActorFloorZ (0) >= 128)
in a script.
If you want to use a 3d floor as a jumppad, then use something like
if (GetActorFloorZ (0) >= 128)
in a script.
Last edited by Kappes Buur on Sun Aug 21, 2011 8:48 pm, edited 1 time in total.
- Siberian Tiger
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Re: 3D Slopped floors and jumping pads
Biggest problem, if the client(s) lands on the jumppad again, the jumppad should force the clients to 'ThrustThingZ' again, without having to reenter the sector again. Moreover, I really want to client to 'land' right on the slopped sector before the action takes place without using a work around method. If the clients jump over the jump pad, they should never be thrusted as they never landed on the sloped sector.
In addition, I've reuploaded the example in a .zip file.
In addition, I've reuploaded the example in a .zip file.
- Kappes Buur
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Re: 3D Slopped floors and jumping pads
That might not be possible at all.Siberian_Tiger wrote: If the clients jump over the jump pad, they should never be thrusted as they never landed on the sloped sector.
Maybe, this will suffice for the time being.Siberian_Tiger wrote:Biggest problem, if the client(s) lands on the jumppad again, the jumppad should force the clients to 'ThrustThingZ' again, without having to reenter the sector again. Moreover, I really want to client to 'land' right on the slopped sector before the action takes place without using a work around method.
- Siberian Tiger
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Re: 3D Slopped floors and jumping pads
Sadly no. If players are either above or below that very 3D Floor/slope sector, the players will merely by thrusted.Kappes Buur wrote:Maybe, this will suffice for the time being.
I will have to submit a feature request and hope for the best.Kappes Buur wrote:That might not be possible at all.
I really appreciate your help, Kappes Buur
