Multiple Jump pad error!

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Quake3MOON
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Joined: Mon Apr 18, 2011 6:17 pm

Multiple Jump pad error!

Post by Quake3MOON »

Hello, I am finalizing the "Temple of time" from the Nintendo 64 classic "The legend of zelda ocarina of time"
and am having a problem adding more than one jump pad without having the other jump pad interfere with the other one, with the notnull entity set with key: targetname ; variable: push_at I am not having any problems with the first jump pad, but when I make a second jump pad with the same information they conflict with each other, I know that because that they are using the same code that they might have a confilict but the problem is that I don't know how to fix this problem.

GTKRadiant 1.5.0 set to quake 3 arena/team arena is what I am refering to.

I might figure it out before any replies but It would be great to have this to fall back on if I fail.

:q3: QUAKE 3 ARENA FOREVER! :q3:
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Multiple Jump pad error!

Post by obsidian »

You need a different value for the second jumppad...

Jumppad1:
target/targetname: push_at

Jumppad2:
target/targetname: push_at2

Or, what I normally do is create the trigger_push, create target_position, select trigger_push first and then select target_position, hit CTRL+K.
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Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Re: Multiple Jump pad error!

Post by Silicone_Milk »

For some reason in GTKRadiant 1.4 CTRL+K doesn't work for me.

I just set the values by hand. Time consuming stuff.
nick lol
Posts: 28
Joined: Thu Feb 10, 2011 11:19 pm

Re: Multiple Jump pad error!

Post by nick lol »

I usually make one and then copy + paste (ctrl + c, ctrl +v) since cloning seems to make the trigger brushes part of the same entity. That will automatically change the target + targetname fields
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Eraser
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Joined: Fri Dec 01, 2000 8:00 am

Re: Multiple Jump pad error!

Post by Eraser »

Always use trigger_push and target_position. This is client side predicted. Using triggers with target_push and notnull entities is not client side predicted. I'm not really sure why it's in there or what the benefit could be here, but I say stick to trigger_push and target_location. It's also one entity less (unless you manually set the angles key of the target_push).
VolumetricSteve
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Joined: Sat Nov 06, 2010 2:33 am

Re: Multiple Jump pad error!

Post by VolumetricSteve »

I use NetRadiant, and as long as you follow the jumppad making tutorials to the letter, it's never let me down.
neoplan
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Joined: Thu Jun 05, 2008 9:47 pm

Re: Multiple Jump pad error!

Post by neoplan »

Eraser wrote:Always use trigger_push and target_position. This is client side predicted. Using triggers with target_push and notnull entities is not client side predicted. I'm not really sure why it's in there or what the benefit could be here, but I say stick to trigger_push and target_location. It's also one entity less (unless you manually set the angles key of the target_push).
The benefit of target_push is, that it is triggerable through a func_button or a func_door.
And yes, server sided prediction is crap!
DaEngineer
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Joined: Fri May 28, 2010 2:30 pm

Re: Multiple Jump pad error!

Post by DaEngineer »

Eraser wrote:Always use trigger_push and target_position.
What about target_location? Is there a difference?
This is client side predicted. Using triggers with target_push and notnull entities is not client side predicted.
I still don't get what that actually means and what problem it causes. A short explanation for me or a link?
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Eraser
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Re: Multiple Jump pad error!

Post by Eraser »

DaEngineer wrote:
Eraser wrote:Always use trigger_push and target_position.
What about target_location? Is there a difference?
target_location is a completely different entity from target_position. Target_location can be used to describe the location that you'll see behind player names in team games in the team overview on the HUD. The HUD will display the name of the nearest target_location entity I think. I also don't think target_location actually should be targetted by anything? Would probably have been better if they called it info_location.

[edit: looked it up in the code. target_location indeed cannot be targeted by an entity, which means the target_ prefix is an odd choice.]
DaEngineer wrote:
This is client side predicted. Using triggers with target_push and notnull entities is not client side predicted.
I still don't get what that actually means and what problem it causes. A short explanation for me or a link?
To reduce the effects of network lag your computer tries to predict some data it would otherwise receive from the server. I'll try to explain this to the best of my knowledge, so I might not explain the details entirely correctly, but the general idea should be clear.

When you hit a non predicted jumppad, it is the server that determines you've hit it and sends a message to the client to play the jumppad sound and everything. The server updates the client's movements based on the jumppad and sends that data to the client so your view can be updated.

In a client side predicted situation, the client itself determines that it has hit a jumppad and thus knows how to influence the movements of the player. Your client will determine where your character will be after hitting the jumppad and fix any inconsistencies with data it receives from the server later on. This means that you'll have a smooth movement experience because your client doesn't have to wait for server updates to update the position of the player.
Quake3MOON
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Joined: Mon Apr 18, 2011 6:17 pm

Re: Multiple Jump pad error!

Post by Quake3MOON »

Thank all of you for posting such helpful information on the subject matter... I did figure it out before I got back here (only because I couldn't figure out how to get back to this page) and still looked at all of the replies and tried out every technique enlisted.
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