I'm a doctor, not a mechanic
Legacy:UnWheel/ModBigAirTimed
UnWheel Big Air Timed is a modification to UnWheel. It has been written by Ondra Hosek, AKA Ravu al Hemio.
Contents
Introduction[edit]
The mod adds a new gametype in the gametype list, "UnWheel Big Air (T)". The principle of the game is equal to the one of the original Big Air, but instead of accumulating Daredevil-based stunt points, the player must stay in the air as long as possible. For each second spent in air during a stunt, the player receives a point. The first player to hit the set GoalScore wins the game.
UnWheel Big Air Timed is played on traditional Big Air maps.
Settings[edit]
Server-side[edit]
You may set up the server-side settings while configuring a server under "Game Rules".
For advanced server admins and power users, this is the list of the variables:
Class UWGameBigAirTimed[edit]
Variable name | Type | Description |
AirVelocityThreshold | float | Minimum velocity (in Unreal units) the vehicle must have to receive points for a stunt. |
MinAirTimeToCountAsStunt | float | Minimum time (in seconds) the vehicle must spend in the air during a stunt to receive points. |
WheelsUpToStartTimer | int | Number of wheels that must be in the air during a stunt to start the air timer. |
bConstantlyUpdateAirTime | bool | If set to True, the air time is updated every frame while in the air. If set to False, the air time is only updated after the car lands. |
Client-side[edit]
You can set up the client-side variables through the HUD settings menu for this game type. The client-side variables configure the special effects played when a stunt is made. Note that the special effects are only played in single player mode and demos.
The list for the power users:
Class UWAirTimerSV[edit]
Variable name | Type | Description |
bSomeCoolFX | bool | Activates or deactivates the special effects. |
FXRotSpeed | int | Speed (in Unreal units per frame) with which the camera should rotate around the car during a stunt. |
FXFOV | float | Field of view (zooming factor) of the camera during a stunt. The original FoV is restored when the car lands. |
FXStartThreshold | float | Time (in seconds) after which the special effects will start after a stunt was detected. |
FXSlowMoSpeed | float | Slow motion factor of the game during special effects. (1.0 is normal game speed, 0.5 is half, 2.0 is double) |
FXMotionBlur | bool | Activates or deactivates the Motion Blur camera filter during a stunt. |
FXMBlurAlpha | float | Strength of the motion blur effect. |
FAQ[edit]
All right, nice mod. Where can I get it?
Download the latest version in the forum thread.
Why did you do all this?
I wasn't very happy when UnWheel EC switched from air timing to stunt points; the stunt points seem to be distributed quite unfairly. So, I decided to make an alternative which returned to the concept of air timing, and, as versions went by, new ideas accumulated and were integrated into the gameplay.
More Information[edit]
For more information, visit the forum thread or contact the author through the means of communication listed on his wiki profile page.
Discussion[edit]
Please only discuss the article here. To discuss the modification, visit the forum thread using the link in the "More Information" section.