Putting force onto the player is just like putting it onto any other character in FPSC - it doesn't work. Neither are there a command for jumping nor does
MOVEUP work for this function.
So therefor we need to cheat abit to retain approximatly the same effect as of a jumppad.
One thing that
does work however is
PLRMOVETO. Thus the downside is that it provides a teleport kind of function. Should you just want a one level jump it would usually still look pretty ok if you were to teleport into the air above the ledge or whatever the jumppad is suppose to send you off to. In order to do that you can add a trigger zone to where the jumppad is. Then you place a "Player Checkpoint" to the air somwhere over the landing spot. Note that the player will drop down from the checkpoint so don't place it to close to the ground or you will end up inside the floor or something upon jumping. You should also note that the player will face the
opposite direction of the checkpoint as he/she gets there so place it facing the jumppad. Next you put this little script into the main script property of the trigger zone:
;Artificial Intelligence Script
;Header
desc = Jump Pad Zone
;Triggers
:state=0,plrwithinzone=1:plrmoveto=jumpspot,sound=$0,state=1
:state=1,plrwithinzone=0:state=0
This will teleport the player to the checkpoint in the air and let the player drop normally towards the floor. In a shorter jump this will give a fairly nice impression of a boosted jump. However should the distance be further away you might need this little modification to the script:
;Artificial Intelligence Script
;Header
desc = Jump Pad
;Triggers
:state=0,plrwithinzone=1:plrmoveto=jumpspot1,timerstart,sound=$0,state=1
:state=1,timergreater=40:plrmoveto=jumpspot2,state=2
:state=2,plrwithinzone=0:state=0
This will send the player to
jumpspot1 then it will wait a very short time before it sends him/her to
jumpspot2. Should the jumpspots (checkpoints) be placed in a well ordered enough arc you will get a smoother jump. The more jumpspots the smoother of a jump. The delay (the
TIMERGREATER value) placed between each jumpspot depends on how far away the spots are to one another and how many that you use. You just gonna have to tweak the values until it looks right.