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...") |
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{{of brush| | {{of brush|ofd_trigger_jump|sprite=0}} Bounces players to the target. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 11:29, 4 January 2025
ofd_trigger_jump
is a brush entity available in 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.
parentname
ortarget
).
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
Outputs
- OnJump <void>
- Fired when a player (or object) is bounced.