Replacement of Kicker - RJumpPad
12 posts •
Page 1 of 1
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
- Contact:
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!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
- Contact:
Subject:
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!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Creavion
- Skaarj Warlord
- Posts: 745
- Joined: 12 Nov 2007, 09:43
Subject:
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
I still think it would be great addition for the atmosphere
>:E
--------------------------------------------------
--------------------------------------------------
>:E
--------------------------------------------------
Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
--------------------------------------------------
>:E
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
- Contact:
Subject:
Post Posted: 20 Apr 2008, 13:15
I wish I know how to fix it .
Madness, as you know, is like gravity…all it takes is a little push!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
- Contact:
Subject:
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!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Raven
- Skaarj Warlord
- Posts: 807
- Joined: 12 Nov 2007, 09:39
- Location: Nørresundby
- Contact:
Subject:
Post Posted: 20 Apr 2008, 19:37
It can be anything
Madness, as you know, is like gravity…all it takes is a little push!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- .:..:
- Skaarj Warrior
- Posts: 68
- Joined: 20 Dec 2007, 13:06
- Location: Finland
- Contact:
Subject:
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;
}
12 posts •
Page 1 of 1
Who is online
Users browsing this forum: No registered users and 23 guests