1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Jump Pads

Discussion in 'Mapping' started by Wanderer, Jan 28, 2000.

  1. Wanderer

    Wanderer New Member

    Joined:
    Jul 7, 2000
    Messages:
    1,334
    Likes Received:
    0
    Kickers need the right properties. Just look at Dm-Morpheus.

    Kicker Properties for Dm-Morpheus:
    Collision=>bCollideActors=True
    Kicker=>KickedClasses=Pawn
    Kicker=>KickVelocity=>Z=700

    Never tried it myself but pimping one in and doing a Rebuild and Paths Define should ensure that it works.
     
  2. scorpion

    scorpion New Member

    Joined:
    Dec 18, 1999
    Messages:
    28
    Likes Received:
    0
    I was wondering if there was anyway to make a jump pad like those is Quake 3? I tried using kickers and jumpers or whatever they are and they never work. Any ideas?
     
  3. joka_king

    joka_king New Member

    Joined:
    Dec 24, 1999
    Messages:
    45
    Likes Received:
    0
    Wow. That sure is complicated.
     
  4. Wanderer

    Wanderer New Member

    Joined:
    Jul 7, 2000
    Messages:
    1,334
    Likes Received:
    0

Share This Page