Ofd trigger jump

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Revision as of 11:09, 4 January 2025 by Kate (talk | contribs) (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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Open Fortress ofc_trigger_jump is a brush entity available in Open Fortress 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 or target).
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.