Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Legacy:UT Jumper

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//=============================================================================
// UT_Jumper.
// Jumper for bots - 
//=============================================================================
class UT_Jumper extends Triggers;
 
var() bool bOnceOnly;
var() class<Bot> LimitedToClass;
var Bot Pending;
var() float JumpZ;
 
function Timer()
{
        Pending.SetPhysics(PHYS_Falling);
        Pending.Velocity = Pending.GroundSpeed * Vector(Rotation);
        if ( JumpZ != 0 )
                Pending.Velocity.Z = JumpZ;
        else
                Pending.Velocity.Z = FMax(100, Pending.JumpZ);
        Pending.DesiredRotation = Rotation;
        Pending.bJumpOffPawn = true;
        Pending.SetFall();
}
 
function Touch( actor Other )
{
        if ( Other.IsA('Bot') 
                        && ((LimitedToClass == None) || (Other.Class == LimitedToClass)) )
        {
                Pending =Bot(Other);
                SetTimer(0.01, false);
                if ( bOnceOnly )
                        Disable('Touch');
        }
}
 
defaultproperties
{
     bDirectional=True
}

Discussion

SabbathCat: I'm not entirely sure how useful this is, seeing how you can actually change the class from within Ued itself. Ah well, it does work though, with a UT_Jumper and a Kicker style PathNode setup (LiftExit > LiftCenter /UT_Jumper > LiftExit ), I've managed to get bots to pull of wall-slides, which was cool. :)!

SabbathCat: Yeah, just figured, the standard Jumper doesn't actually appear to let you choose the class you want it to make "jump". :( Good news then, this script DOES have a purpose. :)

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