UE2 - UT2kX Over-riding movement functions

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JohnK

New Member
Oct 29, 2004
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Does anyone know if it's possible to implement a new movement model in UT2K4? Specifically what I want to do is use a trackball for navigation. I've figured out how to take the axes and use them in my own subclass of PlayerInput, but so far I'm doing it by

aForward += aMouseY;
HandleWalking();

The trouble with this is that aForward is an acceleration. I want to make aMouseY more like a footstep, so that it would simply be added to Location (perhaps with some smoothing).

Is this doable? There's a whole mess of functions processing aForward, and it gets especially nasty with replication, which I barely understand but will have to tackle.

Thanks,

John




Aha, this seems to work (in my PlayerInput subclass):

newloc=Pawn.Location;
newloc.X += aMouseY*0.1;
Pawn.SetLocation(newloc);


However I'm guess it will not replicated to my client views very smoothly, which I really need it to do (it's a CaveUT).
 
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