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Replacement of Kicker - RJumpPad

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User avatar Raven
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Subject: Replacement of Kicker - RJumpPad

Post Posted: 19 Apr 2008, 23:28

I wrote this for my DM map (I'm not using it because it didn't fit layout). It works like kicker, but all you have to do is defining JumpTarget. Velocity and rotation will be calculated automatically (you may need to change JumpZModifier). Actor was inspired by 2k4 JumpPad. Source can be found here: http://wiki.beyondunreal.com/Open_Source/RJumpPad compiled package here: http://w14.easy-share.com/1700182230.html Any comments are welcome :). If you found any bugs, let meh know.
Madness, as you know, is like gravity…all it takes is a little push!
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wael
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Post Posted: 20 Apr 2008, 11:57

This is cool and all, but there's already such an actor that supports bots called swjumppad that's used in most if not all modern w00t maps.

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Post Posted: 20 Apr 2008, 12:03

Raven reinvented the wheel :lol: :tup:
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User avatar Raven
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Post Posted: 20 Apr 2008, 12:50

I couldn't find anything like that, so I've wrote my own :). This should support bots as well. It was just few minutes of coding so it's not wasted time :).
Madness, as you know, is like gravity…all it takes is a little push!
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User avatar Creavion
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Post Posted: 20 Apr 2008, 12:54

Raven wrote:I couldn't find anything like that, so I've wrote my own :). This should support bots as well. It was just few minutes of coding so it's not wasted time :).

I would be very thankful, if you could fix your "lodmesh bug" of your renderer :P

I still think it would be great addition for the atmosphere :wink:
>:E

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User avatar Raven
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Post Posted: 20 Apr 2008, 13:15

I wish I know how to fix it :).
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nix
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Post Posted: 20 Apr 2008, 18:07

i cant figure this thing out :/
what do you use for JumpTarget?

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Post Posted: 20 Apr 2008, 18:14

Jump target should look like this: actor'MyLevel.SomeActor' (where some actor is name of actor and can be found under Object group in actor's properties). It describes where player/bot should be kicked. Once JumpTarget is defined everything (like kick direction and kick force) will be calculated automatically. In most cases you'll need to change JumpZModifier so pawns will be kicked higher. This actor ignores pawns velocity, so they'll land in designed place (where JumpTarget is).
Madness, as you know, is like gravity…all it takes is a little push!
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User avatar ividyon
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Post Posted: 20 Apr 2008, 18:28

So what actor do you preferably use as JumpTarget? Is there no specific JumpTarget actor you've made?
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Post Posted: 20 Apr 2008, 18:49

Personally I guess a Path Node :)
>:E

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User avatar Raven
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Post Posted: 20 Apr 2008, 19:37

It can be anything :)
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.:..:
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Post Posted: 02 May 2008, 17:04

Intresting enough is I wrote couple of weeks before this a jump pad code for Unreal 227c which is a bit smilar to this one, thus I used the Epic's EAdjustJump code for this one:

Code: Select all

simulated final function vector SuggestFallVelocity( vector Start, vector Dest, float MaxXYSpeed, float ZSpeed )
{
   local float gravZ,currentZ,ticks,Floor,velsize;
   local vector Vel;
   local int LCount;

   gravZ = Region.Zone.ZoneGravity.Z;
   if ( gravZ >= 0 ) // negative gravity - pretend its low gravity
        gravZ = -100.f;
   Floor = Dest.Z - Location.Z;

   Vel.Z = ZSpeed;
   while ( (currentZ>floor || Vel.Z>0) && LCount<8000 )
   {
      Vel.Z = Vel.Z + gravZ * 0.05f;
      ticks += 0.05f;
      currentZ = currentZ + Vel.Z * 0.05f;
      LCount++;
   }
   if (Abs(Vel.Z) > 1.f)
        ticks-=(currentZ - floor)/vel.Z; //correct overshoot
   vel = Dest - Start;
   vel.Z = 0.f;
   if(ticks > 0.f)
   {
      velsize = VSize(Vel);
      if ( velsize > 0.f )
         Vel = Vel/velsize;
      Vel*=FMin(MaxXYSpeed, velsize/ticks);
   }
   else Vel = Normal(Vel)*MaxXYSpeed;
   Vel.Z = ZSpeed;
   Return Vel;
}


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