I'm a doctor, not a mechanic
Legacy:UT Jumper
From Unreal Wiki, The Unreal Engine Documentation Site
//=============================================================================
// 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. :)
