Author Topic: trigger_push  (Read 1519 times)

S8NSSON

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trigger_push
« on: November 17, 2005, 10:14:47 AM »
Under the help for the trigger_push entity you state,
Quote
Pushes players and grenades so they will hit "target"
(exactly like Quake3 trigger_pushes - jump pads)

Where would this "target" entity be?
info_null with a "targetname" key added does jack.

S8NSSON

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trigger_push undocumented "angles"
« Reply #1 on: November 17, 2005, 12:04:48 PM »
http://www.gamedesign.net/node/46?PHPSESSID=426efd1bd701f030e82f5620d8084b6c

The URL above explains the trigger_push entity's undocumented "angles" key.

trigger_push has a documented "angle" key that takes one value, the direction you wish to push.
But the coders left another key in there and didn't tell anybody!
That key is "angles" with an "s".
It's value is "yaw pitch roll".
So if you want to push a player at a 30 degrees angles up, and directly to the east you would add this to your trigger_push entity: "angles -30 0 0".
Remember up is negative on the first value.

Roll has no effect so always make it 0.

Read up and have fun pushing things around.

jitspoe

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Re: trigger_push undocumented "angles"
« Reply #2 on: November 17, 2005, 03:15:20 PM »
The easier way is to just create an info_notnull and make the trigger_push target it.  This works the same way as the q3 jump pads.  Then you don't have to bother figuring out numeric angles to get it to go the way you want it to.

Edit: merged these topics since they're both basically the same thing.

You have to use info_notnull.  info_null gets deleted during compilation and is only useful for spotlights (thus the "null").  Technically you can use any entity as a target.

S8NSSON

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Re: trigger_push
« Reply #3 on: November 17, 2005, 09:46:19 PM »
i think i tried infor_notnull also with same bad results wil try again tommorow