UE3 - UDK Kismet Action- Making an actor 'jump?'

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BusDriver

New Member
Mar 18, 2011
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For some time now, I've been working on making a small side-scrolling game. I have been trying to set it up so that when the player presses a certain switch, an actor 'jumps' up into the air a little bit. No bouncing needed, no horizontal movement, just straight up vertical along the Z axis, and then have the Unreal Engine's gravity kick in.

Right now I have set it up so that when the player presses the switch, the *only* thing that happens is that the actor's velocity along the Z axis goes up about 500. Yet, when the button is pressed, nothing happens. I did some more testing, and it turns out the jump button *does* work, but only when the actor is falling.

I would include a screen shot of my current kismet set-up, but the only thing relating to my issue is the 'set velocity' node, which is linked directly to the input; completely separate from the rest of the kismet nodes/links.

Any help would be appreciated... I've been trying to get this to work for some time, but to no avail.
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
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Edmonton, AB
www.dregsld.com
There are 2 potential solutions to your problem.
1: Make the 'jump' a scripted movement using Matinee.
2: Add a Force Actor (either radial or line), placing it under the actor that needs to 'jump' (which should be a kActor for this to work). Then adjust the radius and power of the Force actor, and then trigger that actor to fire as part of your lever pulling sequence.