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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.
-