UT jumpboots that last but turn on and off?
Posted: 04 Sep 2017, 08:08
Does anyone know of a jumpboot mod that lasts a long time (unlike the normal ones) but that you can turn on and off when playing UTSP?
I refuse to use the normal d---d jumpboots that run out after three jumps. I'm a clumsy jumper and whenever I have to use them to get somewhere, if I use the regular boots I have to save and then restart around ten times before I finally get up there. Then I finally decided that was just stupid--it wasn't worth the frustration, and I simply needed to use boots that didn't go bust after three jumps.
In Unreal 227 this is no problem; there are a number of nice jumpboot mods to choose from. Not so in UT, as far as I know, but I did find the really cool doubleJumpUT mod (https://forums.beyondunreal.com/threads ... ut.122663/ -- I don't know where you could get it now, though, as it doesn't seem to be available at OldUnreal). Anyhow, this mod is not a fully viable solution for UTSP. It always works flawlessly in botmatch, but while testing UTSP maps I've run into a problem. UTSP mappers seem to love messing around with the default player scenario which gives you the impact hammer or dispersion pistol. Instead, all too often they force you to start with nothing and only later pick up the dispersion pistol (usually). When they do this, they completely destroy DoubleJumpUT. And it does not help to set PlayerPawn bCheatsEnabled True (or the longer unrealshare class command) and then manually summon the mutator. For some reason, if the mapper messed around with the normal starting pawn, doubleJumpUT is kaput, period, and nothing can be done about it.
So I'm trying to work around the problem by summoning the NW3 jumpboots, which you can configure to pretty much last forever. Unfortunately, they do not work as a normal inventory item in Oldskool. You can summon them, but when you pick them up, 1) they immediately become active, but 2) they do not show up in your inventory--so there is no way to ever turn them off. You have no choice but to get a vicarious headache by hitting the ceiling every time you just need to hop onto a box or something. Very annoying, and it really disrupts the game flow.
So is there a pair of modded UT jumpboots that lasts a long time but that does act like a normal inventory item, ie can be turned on and off?
I refuse to use the normal d---d jumpboots that run out after three jumps. I'm a clumsy jumper and whenever I have to use them to get somewhere, if I use the regular boots I have to save and then restart around ten times before I finally get up there. Then I finally decided that was just stupid--it wasn't worth the frustration, and I simply needed to use boots that didn't go bust after three jumps.
In Unreal 227 this is no problem; there are a number of nice jumpboot mods to choose from. Not so in UT, as far as I know, but I did find the really cool doubleJumpUT mod (https://forums.beyondunreal.com/threads ... ut.122663/ -- I don't know where you could get it now, though, as it doesn't seem to be available at OldUnreal). Anyhow, this mod is not a fully viable solution for UTSP. It always works flawlessly in botmatch, but while testing UTSP maps I've run into a problem. UTSP mappers seem to love messing around with the default player scenario which gives you the impact hammer or dispersion pistol. Instead, all too often they force you to start with nothing and only later pick up the dispersion pistol (usually). When they do this, they completely destroy DoubleJumpUT. And it does not help to set PlayerPawn bCheatsEnabled True (or the longer unrealshare class command) and then manually summon the mutator. For some reason, if the mapper messed around with the normal starting pawn, doubleJumpUT is kaput, period, and nothing can be done about it.
So I'm trying to work around the problem by summoning the NW3 jumpboots, which you can configure to pretty much last forever. Unfortunately, they do not work as a normal inventory item in Oldskool. You can summon them, but when you pick them up, 1) they immediately become active, but 2) they do not show up in your inventory--so there is no way to ever turn them off. You have no choice but to get a vicarious headache by hitting the ceiling every time you just need to hop onto a box or something. Very annoying, and it really disrupts the game flow.
So is there a pair of modded UT jumpboots that lasts a long time but that does act like a normal inventory item, ie can be turned on and off?