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UE2 - UT2kX Jump pads help

Discussion in 'Mapping' started by Jerseyjowz, Jul 21, 2010.

  1. Jerseyjowz

    Jerseyjowz New Member

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    I need some help with how to change the path of a jump pad in Unrealed 3.0 for UT2k4. i can set a jump pad to fire you to a destination but dont know how to set it so that it can fire straight (horizontally) or directly up (vertically)
    some help would be much appreciated
    thanks
     
  2. Wormbo

    Wormbo Administrator Staff Member

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    Players can't move horizontally through the air, they are always affected by gravity. If you want to kick a player straight up, you might want to try an xKicker instead.
     
  3. Jerseyjowz

    Jerseyjowz New Member

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    well, not that they just travel horizontally, but how to change the intial angle that the jumppad has instead of the just normal 45degree angle, or whatever the angle is
     
  4. Wormbo

    Wormbo Administrator Staff Member

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    You don't really specify an angle. Instead there's JumpZModifier to tweak the height of the jump. Usually there is an endless number of ways to create a parabola from one point to another, taking gravity into account. The JumpZModifier is used to picks one of those possibilities, as long as the target is higher than the jump pad. As soon as the target is on equal height or lower than the jump pad, JumpZModifier no longer seems to have any effect.
     
  5. JohnnySix

    JohnnySix Caffienated Haemoglobin

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    Did anyone get around to coding a custom JumpPad that's a little easier to adjust than the one that comes with the game?

    In a map I made with the Jump pads and destinations on the same level, I ended up having to have pathnodes sat on blocking volumes to get the correct velocity and angle.

    @ Original Poster - Download it here - it somewhat works, if a little confusing for bots :

    http://www.unrealplayground.com/forums/downloads.php?do=file&id=7411
     
    Last edited: Aug 7, 2010
  6. Wormbo

    Wormbo Administrator Staff Member

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    You could have just changed the collision height of the destination path node. And no, there's no better way to set it up because the calculations are locked away in native path building logic.
     
  7. rejecht

    rejecht Attention Micronians

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    That worked nicely.

    Tested with an UTJumpPad (JumpZModifier == 4.0) and a JumpSpot (CollisionHeight == 64). The distance was 3200 UU. The navigation points were on the same Z level. The bot didn't seem to be bothered by it.


    Is there a category on the BU wiki for this kind of information?--Quirks?
     
  8. JohnnySix

    JohnnySix Caffienated Haemoglobin

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    It's easy when you know the right answer lol, didn't think of trying that.
     

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