Kreedz Climbing

Kreedz Climbing

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trigger_push
Either I don't understand how it's supposed to work, or the entity is completely broken.

I have it set like this:
https://i.imgur.com/UJHTVEf.png
https://i.imgur.com/yk7mniR.png

and it doesn't push when bhopping inside the trigger but does as soon as I touch the ground when I stop jumping (either autobhop or scroll).
Last edited by Besath; 27 Feb @ 12:42pm
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Showing 1-8 of 8 comments
Raptor  [developer] 27 Feb @ 4:04pm 
Hi! What's the shape of the push volume please?
Besath 27 Feb @ 10:46pm 
Shape doesn't seem to matter much. Here's a vmf: https://gist.github.com/Besath/cfc520151c70bc2c87175f813ecfe51a
Raptor  [developer] 28 Feb @ 2:00am 
The reason this is happening is because when you perfectly bhop (like with autobhop) the game doesn't consider you as on the ground because you're leaving the ground again on the same frame - this setting was originally made for jump pads that the player would physically jump on and not bhop over, so it was never a problem in the past.

So unfortunately there does appear to be an unintuitive interaction here, but technically not a bug with how that setting was originally designed, that's why jumping onto the ground within the trigger works but perfectly bhopping through it doesn't.
Besath 28 Feb @ 4:35am 
So the only way to make push triggers work the way I would like them to is to use the CSS approach of combining trigger_push with trigger_multiple and a filter entity which creates inconsistent gameplay while online? That sucks.
Besath 28 Feb @ 10:16am 
By the way, if you walk into a trigger that pushes you high enough, you can keep autobhopping and it will keep working. Some more weirdness I guess.
Raptor  [developer] 28 Feb @ 6:42pm 
Another option is to place a trigger_jumpcontrol set to no jumping the same size as the trigger_push, that will prevent the bhop upon touching the ground and allow the push to function normally, I tested this with simulated lag and results are acceptable at 200ms lag and possibly higher - does that resolve the issue?
Besath 28 Feb @ 8:41pm 
Oh yeah, that will probably work. Will need to change boost amounts but it may actually be fine. Guess we'll have to wait and see if anyone cries about unreliable boosts again :D Thanks.
Raptor  [developer] 1 Mar @ 12:57am 
One other thing is, making the nojump trigger pretty tall (if the push is small) will help with latency because that's more in air time for the nojump to reach the laggy client and prevent any movement glitchiness when touching the ground!
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Showing 1-8 of 8 comments
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