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Jump Pads: Difference between revisions

From TF2 Classified Wiki
Ichiro (talk | contribs)
Ichiro (talk | contribs)
m Added 2.1.5 info.
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* When pressing the [[Construction PDA]] (Default key: <code>4</code>), the Engineer omits the [[Construction PDA]] and instead equips the Jump Pad-containing toolbox.
* When pressing the [[Construction PDA]] (Default key: <code>4</code>), the Engineer omits the [[Construction PDA]] and instead equips the Jump Pad-containing toolbox.
** Without the said PDA, he cannot choose which Jump Pad he will deploy first. He can only instead deploy Jump Pad A first, then Jump Pad B.
** Without the said PDA, he cannot choose which Jump Pad he will deploy first. He can only instead deploy Jump Pad A first, then Jump Pad B.
* Engineer still can't use the [[Destruction PDA]] to destroy a Jump Pad.
* He cannot use the [[Destruction PDA]] to manually destroy a Jump Pad, but the Jump Pad furthest away from the player will be destroyed if both Jump Pads are built while attempting to build another.


== Related Achievements ==
== Related Achievements ==
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**Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War)
**Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War)
**Can now be built in Medieval Mode
**Can now be built in Medieval Mode
'''[[2..1.5]]'''
*Increased jump height impulse to 770 (from 750)
*This addresses some inconsistencies introduced in 2.1.4
*If both Jump Pads have been built in Medieval Mode, attempting to build another now destroys the Jump Pad that is the farthest away from the player
}}
}}