UTJumpPad
Unlike UT jumppads which set a velocity (and left the mapper fiddling around to try and get it just right), UT2003 jumppads set a destination pathnode thus:
Set NavigationPoint → ForcePaths[0] to the Object → Name of the which actor to jump to, preferably a PathNode. After a path rebuild, a pink parabola linking the jumppad to the destination will be visible in the editor when the UTJumpPad is selected. (This is probably not a script thing but something hardcoded in the engine.) You could use it to jump to a redeemer or some weapon or powerup. Look at CTF-Face3 for usage. AFAWK the JumpTarget and JumpVelocity values can be safely ignored.
Guided Redeemers can jump on them... try it! ![]()
See Kicker for the corresponding actor in UT.
Properties
(props of parent class)
Main
- sound JumpSound
- Set to the sound the jumppad generates when used.
- float JumpZModifier
- The strength of the boost you'll get, higher value means a higher jump. This is a factor, so 0.5 is half as high, while 2 is twice as high.
Hidden
- Actor JumpTarget
- vector JumpVelocity
Extending
- TriggerJumpPad, can be switched on and off
Related Topics
Comments
G-LiTe: Is there a way to set multiple destinations on a jumppad? (so it selects one at random?)
Dma: You would need to set bStatic=false and play with the settings. It might even require multiple jumppads in the same spot.
ZxAnPhOrIaN: Could script one! ![]()
smattbac: There seems to be some problems if the pathnode and the jumppad are in the same height. I have everything set up correctly, but when I rebuild the paths in the editor, no pink line show up, and when I try it ingame it freezes when I touch the jumppad. :\
ZxAnPhOrIaN:~ hmmm... try deleting the jumppad and adding another one, and also try to move the pathnode up or down farther.
