Jump Pads

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Android
Posts: 5
Joined: Fri Aug 06, 2010 3:30 am

Jump Pads

Post by Android »

Found this topic a while ago in the old site backup http://battlefieldmodding.com/ssm/phpBB ... f=4&t=3358 about jump pads.

This is made for BFV, so i just changed some of the objects to get this code

Code: Select all

rem ---  JumpPad 01  ---
rem ************************************************
Object.create eupaint3_m1
Object.absolutePosition 1793.35/38.65/1882.44
Object.rotation 0.00/90.00/0.00
ObjectTemplate.SizeModifier 1/1/10
Object.create JapaneseFlag
Object.absolutePosition 1793.35/41.39/1882.44
Object.rotation 0.00/0.00/90.00
rem ***********************************************
The flag spawns fine, and I know that the painting is there, because I can run into it with a car, but I can't seem to get it to fling me up into the air like a jump pad should.
The server is v1.6, did they fix this in a patch, or am I just doing something wrong?

I've tried moving the thing higher off the ground several times, I've also played around with the sizemodifier changing it to extremes at one point. Still nothing. Cars seem to be effected by it, i got a car to sit on it and jump up and down a few times, but it doesn't effect people.
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fo0k
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Location: UK

Re: Jump Pads

Post by fo0k »

This was always a bug rather than a feature.. I have no idea if the 'bug' still works in BFV.. That could be the problem :/
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archer
Posts: 54
Joined: Fri Feb 05, 2010 4:40 pm
Location: Übertów
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Re: Jump Pads

Post by archer »

Just tried it in the debug executable, it kind of works.
The console did not recognize ObjectTemplate.sizeModifier, and MDT says it's only used in particles, so I used GeometryTempalte.scale instead:

Code: Select all

GeometryTemplate.active eupaint3_m1
GeometryTemplate.scale 1/1/10

Object.create eupaint3_m1
Object.rotation 0/-90/0
Object.absolutePosition 2100/23.9/2100 
(placed it on the ground, I was on the Midway airfield)

The pad works if you press the jump key while standing on it. It pushes you up by around 41 meters regardless of the scale factor. I had 3 pads next to each other with scales 10, 20 and 100. The first two pushed me up by 41 meters, the other one didn't work.
It doesn't seem to by much use for vehicles. They don't go up, but they gain a lot of rotational speed and keep spinning around until they explode either by collision or upside-down damage.
dzn.battlefield.pl - my Bf1942 modding website
Android
Posts: 5
Joined: Fri Aug 06, 2010 3:30 am

Re: Jump Pads

Post by Android »

Thanks Archer! I was quickly scanning MDT's ObjectTemplate list for anything having to do with size, and I guess I just didn't really look at it close enough. I've never worked with the GeometryTemplate property so I wouldn't have thought of looking for it. Thanks!
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Swaffy
Posts: 1715
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Location: Cibolo, Texas

Re: Jump Pads

Post by Swaffy »

Have you tried stacking them up on top of each other?

Object.absolutePosition 2100/23.9/2100
then
Object.absolutePosition 2100/25.9/2100
then
Object.absolutePosition 2100/27.9/2100
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archer
Posts: 54
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Re: Jump Pads

Post by archer »

Stacking them on top of each other with 1 meter increments, eg:

Code: Select all

Object.absolutePosition 2100/23.9/2100
Object.absolutePosition 2100/24.9/2100
Object.absolutePosition 2100/25.9/2100
...
does make a sherman move to the top quite fast. But it still has a lot of rotational speed when it reaches the topmost platform.
Running into such a stack gets you to the top immediately and you don't have to press the jump key. Makes for quite a fast elevator.
dzn.battlefield.pl - my Bf1942 modding website
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Jump Pads

Post by Swaffy »

That's what I would think too. Cool, so we might be able to make 3D models that act like ghetto elevators.

See? Glitches can be fun.

Now ... Can we use these sideways as some kind of boost?
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Dragonlizard
Posts: 11
Joined: Fri Apr 08, 2011 6:34 pm

Re: Jump Pads

Post by Dragonlizard »

Nice.... A old mod has been revived
Image
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