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  Jump Pads Tutorial
This Page has been viewed 12,227 times
Jump Pads Tutorial by Christopher Beloch

What lasts a Quake without Jumppads?
Nothing!
As one this Jumppads provided would like to show I you with this Tutorial.

Provides you a Platform or inserts a Model, which should be your Jumppad.

For a Model:

Right-click - > new Model
In the new window you go into cousin - > models - > mapobjects - > more multiplayer - > jump_pad
There you select the Model jump_pad.lwo
or for a Accelerationpad must select you this Model:

cousin - > models - > mapobjects - > more multiplayer - > acceleration__pad - > acceleration_pad.lwo

You can use both Models for this Tutorial, because both parts function after the same system.
Over the Model comes a Brush, which you convert into func_jumppad.
The size of the Brushes is no matter in principle, should stop only by the Player be attainable smile



Provides info_location a Entity (info. - > info_location)

Now escape (Esc) press around all selections to dissolve.
Now ONLY func_jumppad and then info_location the Entity marks.
Now Strg + K press around the Entitys to connect.
A orangene line should have connected the Entitys now.
Jenachdem like highly it info_location the Entity sets, indicates it the height and the direction of the jump.
If you do not set the Entity thus exactly centered over func_jumppad, the jump something becomes diagonal.
Easily diagonally the jump should be also with the normal Jumppad, so that the player does not fall again on the plate back, but lands above on the new level wink
with the Accelerationpad must you info_location the Entity naturally further shift.

Here a picture of my 2 Pads:



Now we are actually already finished, the Jumppad should function and with shells interact.
But one CAN still make one.
To the places, where one did not hurt oneself with a fall is a Brush with common - > cushion texture to occupy.
The Brush does not absorb the case imperceptibly and one gets damage.

Happy jumping smile

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