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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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pusher.zip
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PUSHER.TXT
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1996-09-28
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Wind Tunnels & River Current from The QuakeLab
The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
TEXTURES:
NONE
ENTITIES:
trigger_push
WHAT TO DO:
Build the tunnel system/water first. After this 'static' setup is
built, you can then implement the trigger_pushes. Make a brush and
resize it so that it covers the volume you want to affect. Designate
this brush as a trigger_push and give it the desired pushing
direction by setting its angle. Do not use an angle of 0 if that is
the direction you want, use 360 instead.
OPTIONS:
You may need to fiddle with the alignment of trigger_push entities
if you are making them interconnect (eg. a tunnel with a number of
turns in it.) When you are making a winding wind tunnel, each push
entity should overlap into the next one by perhaps 8 to 16 units.
The best thing to do at the start of a wind tunnel (but it's not in
the MAP file) is to make the tunnel, and assuming it is a vertical
one protruding from the ceiling, make the pusher extend only as far
as the mouth of the tunnel. This forces the player to jump and as
soon as the player's head hits the entity, he will be 'tractor
beamed' upwards. Otherwise, if your pusher entity extends to the
floor, you run the risk of the player getting caught on the lip of
the tunnel entry which ruins the effect.(this can happen in the demo
MAP.) Hindsight is 20/20. :) Grenades are also affected by the
pushers. This might give you some starting points...When making a
wind tunnel with turns in it, the turns should be gradual, rather
set at 90 degrees - there is the possibility of the player getting
stuck on a corner.