trigger_push UP
Anyone knows how to make trigger_push work in UP direction without jumping?
By default you have to jump for the push to work. If you don't press space you will not be lifted up... very annoying.
Tried with a func_door to lift the player up a bit, but didn't worked...
trigger_push won't work until player gets some vertical velocity
This is what I managed to do: http://i43.fastpic.ru/big/2012/0726/ba/a72fc8d85eece38b61f837b37f91cfba.jpg
Parameters of objects used:
Main push: 128x128x272
2nd push: 16x16x8, placed inside the top of the spike
The spike: 12x12x24, 12 sides
Your solution is way to complicate and i don't see the situation where this will be applicable.
I manage to get it work using func_door, with a lucky combination rather that knowledge.
So here's the solution:
1. Make a door 1-2 units above the ground.
2. The door must go down in the floor. Put on moving speed 10000
3. Trigger it with a trigger_multiple or something else.
4. The magic happens when the door goes to the initial position. So you should put on "Delay before close" 0.01 (if you put 0 it wont work).
Weird stuff:
1. If you just push the player from beneath it doesn't work.
2. If you let player fall down it doesn't work.
3. The only way it works is if the door opens and closes.
It seems that this problem has been quite discussed on other mapping forums, and no one came with a working solution.
half-life levels (Zen) use pushes up actually quite successfully. trigger_multiple activates trigger_push and func_door with spike shape that pushes player up. Horizontal surfaces tend to stick player to them.
Personally I didnt bother to set up func_door. I made func_train instead, when activated it goes up, and teleports back down, so player looses his contact with the ground and affected by trigger_push up.
In your case it could be even more simple than that, just try to make invisible ramp just before trigger_push (1unit high for example). So when player would enter trigger_push he would drop from ramp and immediately will be affected by trigger_push up.
that's good to know spr1n, but is seem to work fine with my solution... no point doing it again if it's not broken :)
One more question:
When you are killed by trigger_hurt or a door,` the camera points to the center point of the grid in hammer. Can this be corrected?
I want to kill a player with something and the camera to point at that thing after he died.
An obvious solution would be to move the whole map in such a way that the thing i want to point at would be in the middle of the grid. But i have more than one place...
sorry, havent seen your question before. Im pretty sure mapping side solution is impossible, coz death camera is controlled by the engine (client part I assume) and unrelated to the map itself... unless override it with custom camera view moment before players death, but then how do you make sure if he is gonna die or not?
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