Wind Tunnels & River Current from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: NONE ENTITIES: trigger_push WHAT TO DO: Build the tunnel system/water first. After this 'static' setup is built, you can then implement the trigger_pushes. Make a brush and resize it so that it covers the volume you want to affect. Designate this brush as a trigger_push and give it the desired pushing direction by setting its angle. Do not use an angle of 0 if that is the direction you want, use 360 instead. OPTIONS: You may need to fiddle with the alignment of trigger_push entities if you are making them interconnect (eg. a tunnel with a number of turns in it.) When you are making a winding wind tunnel, each push entity should overlap into the next one by perhaps 8 to 16 units. The best thing to do at the start of a wind tunnel (but it's not in the MAP file) is to make the tunnel, and assuming it is a vertical one protruding from the ceiling, make the pusher extend only as far as the mouth of the tunnel. This forces the player to jump and as soon as the player's head hits the entity, he will be 'tractor beamed' upwards. Otherwise, if your pusher entity extends to the floor, you run the risk of the player getting caught on the lip of the tunnel entry which ruins the effect.(this can happen in the demo MAP.) Hindsight is 20/20. :) Grenades are also affected by the pushers. This might give you some starting points...When making a wind tunnel with turns in it, the turns should be gradual, rather set at 90 degrees - there is the possibility of the player getting stuck on a corner.