Cogito, ergo sum
Unlike UT jumppads which set a velocity (and left the mapper fiddling around to try and get it just right), UT2003 jumppads set a destination pathnode thus:
Set NavigationPoint -> ForcePaths to the Object -> Name of the which actor to jump to, preferably a PathNode. After a path rebuild, a pink parabola linking the jumppad to the destination will be visible in the editor when the UTJumpPad is selected. (This is probably not a script thing but something hardcoded in the engine.) You could use it to jump to a redeemer or some weapon or powerup. Look at CTF-Face3 for usage. AFAWK the JumpTarget and JumpVelocity values can be safely ignored.
See Kicker for the corresponding actor in UT.
(props of parent class)
- sound JumpSound
- Set to the sound the jumppad generates when used.
- float JumpZModifier
- The strength of the boost you'll get, higher value means a higher jump. This is a factor, so 0.5 is half as high, while 2 is twice as high.
- Actor JumpTarget
- vector JumpVelocity
- TriggerJumpPad, can be switched on and off
G-LiTe: Is there a way to set multiple destinations on a jumppad? (so it selects one at random?)
Dma: You would need to set bStatic=false and play with the settings. It might even require multiple jumppads in the same spot.
ZxAnPhOrIaN: Could script one! ;)
smattbac: There seems to be some problems if the pathnode and the jumppad are in the same height. I have everything set up correctly, but when I rebuild the paths in the editor, no pink line show up, and when I try it ingame it freezes when I touch the jumppad. :\
ZxAnPhOrIaN:~ hmmm... try deleting the jumppad and adding another one, and also try to move the pathnode up or down farther.
Mythmon: I think that if the jumpPad and location are the same height it will end up doing something like
and it gets a divide by 0 error, which generally isnt good ;)
Tony: How many UUs does it have to be to detect a difference? Are we talking about 1 here, or is it more than that?
Tarquin: If it really is a divide by zero error, then as long as the numbers are not the same you should be fine.
Kou: Just a quick question: I have a small Plunge/Skyline-style 1on1 map that uses jump pads to get from one level to the next, but the jumppads end up shooting the players up in the air too far because of the Physics Volume that I have set up. I've already tried looking at the jump pads in Plunge, but they're no help. Even the JumpZModifier doesn't seem to work when I set it below 1.000000. What would I do to fix this?
Jacen: Hi, is there a way to maximize the distance a jumppad can boost u to by changing its settings? I tried editing its JumpVelocity but everytime i rebuild it resets. Any suggestions welcomed.
Wormbo: Jumppads always calculate a JumpVelocity to reach the NavigationPoint specified through ForcedPaths. You don't "maximize" anything, you move/change the target navigation point.
Jacen: Sorry what i meant was, my jumppad doesnt seem to reach the navigationpoint because its too far.