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Old 20th Oct 2004, 05:58 AM   #1
SharQueDo
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Question [UT2003] Jumping anytime in (mid-)air?

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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Old 20th Oct 2004, 06:08 AM   #2
[SAS]Solid Snake
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Quote:
I've looked but couldn't find it.
Elaborate on that a bit more.
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Old 22nd Oct 2004, 11:01 AM   #3
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I just want the player to have the ability to jump while falling.
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Old 22nd Oct 2004, 11:07 AM   #4
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Use a custom pawn that overrides DoJump().
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Old 22nd Oct 2004, 12:54 PM   #5
[SAS]Solid Snake
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You do not want to use a custom pawn in a mutator.
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Old 22nd Oct 2004, 02:24 PM   #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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Old 24th Oct 2004, 11:22 AM   #7
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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() )
Removing the bit in bold would probably achieve the effect you are after.
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Old 24th Oct 2004, 02:12 PM   #8
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How can I implent it within a mutator? Modifypawn or something?
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Old 26th Oct 2004, 01:50 AM   #9
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Quote:
Originally Posted by SharQueDo
How can I implent it within a mutator? Modifypawn or something?
ModifyPlayer let's you modify the Pawn, after it is spawned, so no, you couldn't use it to change the player's Pawn class.

Within a mutator?
Quote:
Originally Posted by SharQueDo
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?
..or maybe you aren't implementing it in a complete mod (I suspect you aren't).

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:
Originally Posted by [SAS]Solid Snake
You do not want to use a custom pawn in a mutator.
Edit- turns out xMutantPawn is used by all players in a Mutant game, whether they are the Mutant or not. If you wanted, you could make a sub-class of xMutantPawn specifically for always allowing double jumps (regardless of velocity) in the Mutant game-type.

Last edited by porkmanii; 26th Oct 2004 at 01:54 AM.
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