Dreamball:Creating a Jump Powerup: Difference between revisions
		
		
		
		
		
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Now create a trigger brush for where we'll trigger the enable jump powerup event. In this trigger add this output:  | Now create a trigger brush for where we'll trigger the enable jump powerup event. In this trigger add this output:  | ||
(or in any other entity that can add outputs)  | :(or in any other entity that can add outputs)  | ||
::{| class=standard-table  | ::{| class=standard-table  | ||
Revision as of 17:41, 24 June 2009
This page discusses how to simply enable a 'Jump Powerup' with the db powerup ability jump entity. If you'd like to use the jump changer we used in the official maps, place the "SDK_content/prefabs/gameplay/powerup_ability_jump.vmf" prefab in your map and it's ready to go.
For those who want to make their own for any reasons, the elements that make a jump powerup are as follows:
- A trigger brush - used for enabling the jump ability (you can use anything else that can fire outputs also).
 - The db powerup ability jump entity - for enabling the powerup via input.
 
To make our jump powerup now, place a db powerup ability jump entity in your map. (this is a point entity) Now name it my_jump_powerup.
Now create a trigger brush for where we'll trigger the enable jump powerup event. In this trigger add this output:
- (or in any other entity that can add outputs)
 
Now the player will equip the jump powerup on trigger.
See also
- "Dreamball SDK/SDK_content/prefabs/gameplay/powerup_ability_jump.vmf" - a ready made model switcher
 - "Dreamball SDK/SDK_content/mapsrc/sdk_jump_powerup.vmf" - an example map of enabling the jump powerup
 - db powerup modelchanger