Since the help topic is too old to bamp really and you apparently can't PM, I'll just dump this here:
function bskateboardVehicle::OnTrigger(%data,%obj,%slot,%trig)
{
if(%slot == 2)
{
%data.ollie(%obj,%trig);
}
}
function bskateboardVehicle::ollie(%this,%obj,%o)
{
if(%o)
{
%obj.chargeOllieTime = $Sim::Time;
} else {
%time = mClampF(($Sim::Time - %obj.chargeOllieTime) * 10,3,8);
%obj.chargeOllieTime = "";
%up = %obj.getUpVector();
%down = vectorScale(%up,-1);
%pos = %obj.getWorldBoxCenter();
%end = vectorAdd(%pos,%down);
// Checking beneath it to jump off stuff btw
%mask = $TypeMasks::fxBrickObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType;
%col = containerRayCast(%pos,%end,%mask);
if(isObject(%col))
{
%vel = %obj.getVelocity();
%newvel = vectorAdd(%vel,vectorScale(%up,2));
%newvel = vectorAdd(%newvel,vectorScale("0 0 1",%time));
%obj.setVelocity(%newvel);
}
}
}
Throw into your skateboard's server.cs file and it works fine so far as I can tell. Though you can't ollie off players or vehicles (or bricks with no raycasting)
Oh and you'll probably also want to set the brakeTorque to 0. The ollies on this aren't particularly high (up to about... I think about three bricks high, which is reasonable) and you have to hold for a moment to get the full height, much like in skating games.