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#1 |
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You know you can jump again in a peak of a jump, how can I make a mutator that lets you jump anytime in air (even when falling)? I've looked but couldn't find it.
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First edited by SharQueDo on 42th Septober 2010 at 62:97 PM. |
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#2 | |
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Quote:
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#3 |
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I just want the player to have the ability to jump while falling.
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First edited by SharQueDo on 42th Septober 2010 at 62:97 PM. |
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#4 |
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Use a custom pawn that overrides DoJump().
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#5 |
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You do not want to use a custom pawn in a mutator.
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#6 |
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Maybe I'm implenting it in a complete mod. Just wondering how to do it. And what's the difference between Pawn and xPawn? Which one's DoJump() should be modified? And what would I want to modify?
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First edited by SharQueDo on 42th Septober 2010 at 62:97 PM. |
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#7 |
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Registered User
Join Date: Sep. 9th, 2004
Location: Australia, Qld
Posts: 129
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You would want to sub-class xPawn, as that is used for all the official UT2004 game-types (it also contains the multi-jump code). Here's the relevant line of code (in xPawn.DoJump):
Code:
if ( !bUpdating && CanDoubleJump()&& (Abs(Velocity.Z) < 100) && IsLocallyControlled() ) |
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#8 |
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How can I implent it within a mutator? Modifypawn or something?
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First edited by SharQueDo on 42th Septober 2010 at 62:97 PM. |
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#9 | |||
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Registered User
Join Date: Sep. 9th, 2004
Location: Australia, Qld
Posts: 129
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Quote:
Within a mutator? Quote:
To answer the question, all of the stock UT2004 game-types use xPawn. If you were to make a custom Pawn class, you should sub-class whatever Pawn class is used by the game-type your custom Pawn is intended for. Be careful about changing the pawn class if it is not xPawn, however, because game-types such as Mutant use custom pawn classes which are essential to the game (such as xMutantPawn, which is used by the player who is the mutant). You could probably change a player's Pawn class in Mutator.PlayerChangedClass, but... Quote:
Last edited by porkmanii; 26th Oct 2004 at 01:54 AM. |
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