Ofd trigger jump: Difference between revisions
		
		
		
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|  (Created page with "{{of brush|ofc_trigger_jump|sprite=0}} Bounces players to the target.  ==Keyvalues== {{KV Targetname}} {{KV|Target|intn=target|target_destination|Name of entity we'll bounce players to.}} {{KV|Apex Height Increase|intn=apex_height_boost|float|Used to increase the height of our apex. Higher apex {{=}} bigger arc.}} {{KV|Soft landing?|intn=soft_landing|bool|Should launched players take no fall/impact damage?<br>Default: {{Code|false}}}} {{KV|Don't compensate?|intn=no_compe...") |  (sneak peek at r22 :^)) | ||
| (One intermediate revision by the same user not shown) | |||
| Line 1: | Line 1: | ||
| {{of brush| | {{of brush|ofd_trigger_jump|sprite=0}} Bounces players to the target. | ||
| ==Keyvalues== | ==Keyvalues== | ||
| Line 10: | Line 10: | ||
| {{KV|No air control - Confirm|intn=no_aircontrol_imsureaboutthis|bool|Yes, I am SURE that air control should be disabled when using this jumppad.<br>Default: {{Code|false}}}} | {{KV|No air control - Confirm|intn=no_aircontrol_imsureaboutthis|bool|Yes, I am SURE that air control should be disabled when using this jumppad.<br>Default: {{Code|false}}}} | ||
| {{KV|Don't reduce motion agaisnt jumppad trajectory?|intn=dont_reducebackwards|bool|When enabled, will not reduce motion against jumppad trajectory. Making holding foward against a jumpad that will push you backwards less effective.<br>Default: {{Code|false}}}} | {{KV|Don't reduce motion agaisnt jumppad trajectory?|intn=dont_reducebackwards|bool|When enabled, will not reduce motion against jumppad trajectory. Making holding foward against a jumpad that will push you backwards less effective.<br>Default: {{Code|false}}}} | ||
| {{KV|Boost air acceleration in flight?|intn=boost_airaccel|bool|When enabled, players can directly accelerate forward significantly after touching the jumppad until they hit the ground again.<br>Default: {{Code|true}}}} | |||
| ==Outputs== | ==Outputs== | ||
| {{IO|OnJump|Fired when a player (or object) is bounced.|param=void}} | {{IO|OnJump|Fired when a player (or object) is bounced.|param=void}} | ||
Latest revision as of 11:32, 4 January 2025
 
 ofd_trigger_jump  is a   brush entity  available in  Open Fortress. Bounces players to the target.
 Open Fortress. Bounces players to the target.
Keyvalues
- Name (targetname)<string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target (target)<targetname>
- Name of entity we'll bounce players to.
- Apex Height Increase (apex_height_boost)<float>
- Used to increase the height of our apex. Higher apex = bigger arc.
- Soft landing? (soft_landing)<boolean>
- Should launched players take no fall/impact damage?
 Default:false
- Don't compensate? (no_compensation)<boolean>
- When enabled, doesn't slow down the player's acceleration but rather adds onto it.
 Default:false
- Remove air control in flight? (no_aircontrol)<boolean>
- When enabled, players have no air control on their movement after touching the jumppad until they hit the ground again.
 Default:false
- No air control - Confirm (no_aircontrol_imsureaboutthis)<boolean>
- Yes, I am SURE that air control should be disabled when using this jumppad.
 Default:false
- Don't reduce motion agaisnt jumppad trajectory? (dont_reducebackwards)<boolean>
- When enabled, will not reduce motion against jumppad trajectory. Making holding foward against a jumpad that will push you backwards less effective.
 Default:false
- Boost air acceleration in flight? (boost_airaccel)<boolean>
- When enabled, players can directly accelerate forward significantly after touching the jumppad until they hit the ground again.
 Default:true
Outputs
- OnJump <void>
- Fired when a player (or object) is bounced.