Jump Pad

Block is 1 meter in diameter and 1/8m in width

**Jump Pads** are special gravity blocks that will propel a player high in to the air.

## Overview

Jump pads are a unique variant of the Gravity Unit; they only affect gravity in one dimension. At first, they seem very straightforward. They act much like a traditional jump pad seen in various games. However, looks can be deceiving, for the jump pad allows for several creative uses of gravity.

### Setup

The gravity bounds of jump pads are visible only when a Gravity Unit is selected in your toolbar.

Jump pads can not be scaled or stretched and come in one size. They require a small amount of energy to function and will generate some heat. Once placed, jump pads will immediately become active. To use, players need only walk onto the surface of the pad. The intense gravitational force will propel the player high in the air.

Unlike the Gravity Unit, the Jump pad doesn't alter the player's orientation as they enter and exit its gravity field. This repulsion doesn't just affect players. Any entity that gets within its borders will be affected by it.

If players wish, they can alter the gravity settings of the jump pad. Pressing **[F]** on the jump pad will bring up the jump pad menu. The menu is very similar to that of the Gravity Unit. However, minor differences, such as the gravity boundaries, only allow changes to the "Y" dimension (Middle Colum). The maximum distance for the bounds is 16 units.

### Usage

The **"Strength (in g)"** inputs are the most critical setting for jump pads. Strength affects the repulsion force and the direction in which players and entities are sent. The greater the number, the further and faster entities travel in the opposite direction. It is also possible to input negative numbers, which will, in turn, have the inverse effect. The bounds of the jump pad impact the distance objects will be thrown. Entities in its gravity boundaries will be drawn towards the jump pad, having a suction-like effect.

Another powerful setting is the "Field Type"; by default, this is set to "Bounds." The pads' min/max boundaries will set gravity bounds. While this can be useful, the alternative "Ship-Wide" setting will ignore the min/max bounds inputs and instead extend the boundaries to that of the entire entity. Effectively turning the whole object into a jump pad, all entities that can be affected by gravity will be pushed around by the force of the pad. Players should use this setting with caution.

### Menu

The three input fields correspond to the XYZ axis's
 **Field Type** | Effects the range gravity is applied to the entity.
* **Bounds**-Uses the min/max bounds inputs. Has limited range.
 **Strength (in g)** | Effects the repulsion force and direction of the jump pad. Positive numbers pushes objects away while negative numbers draw them in.

## Logic

   Slider | Adjusts Strength (in g) stat threshold.

## Tips

* Using extremely low negative numbers in the **Strength** stat can create an impassable barrier which players can neither walk through or jump over.
* Placing Jump pads on Mechanisms and using negative numbers in the **Strength** setting will result in a "Tractor Beam". The tractor beam effect will only extend as far as the child entity's boundaries. Using Logic Fields is a good way of artificially extending an entities boundaries without adding to its mass or its physical dimensions.
* If placed on the ground of the Space Habitat setting the bounds maximum to 2 or more will give the jump pad enough force to send the player out of the gravity well and into orbit.
* The "Ship-Wide" setting will only affect the entity the jump pad is placed on. If placed on a child entity, the jump pad will only render the ship-wide effect on it and not the parent entity.

## Bugs

As of 22w33a:

* *Jump pads can be installed on Handhelds. When wielded, the repulsion force will propel the player in the direction the jump pad is facing. Players can negate the force of gravity by activating their jetpacks.*
	+ *If placed vertically facing forward; then the handheld will make the player auto-run. The strength stat determines the speed. It is possible to achieve speeds far beyond what is safe.*
* Players can use jump pads placed vertically on the fronts of Ships or Hovercrafts as ramming weapons. While in the gravity of something else, such as the Space Habitat, jump pads can send other entities flying if rammed into them.

1. ↑ 1.0 1.1 *Likely subject to change*