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UE2:JumpPad (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpPad
Package: 
Engine
Direct subclass:
UTJumpPad
This class in other games:
U2, UE2Runtime, UT2003

Non-placeable base class for jump pad navigation points. This class implements the special path building logic for jump pads.

The jump path is calculated when rebuilding paths. Use NavigationPoint.ForcedPaths[0] to specify the destination.

Properties[edit]

Property group 'JumpPad'[edit]

JumpSound[edit]

Type: Sound

The sound to play when a player uses the jump pad.

JumpZModifier[edit]

Type: float

For tweaking the height of the jump. This value has no effect if the jump target is below the jump pad or on exactly the same height.

Default value: 1.0

Internal variables[edit]

BACKUP_JumpVelocity[edit]

Type: Object.Vector

Set at startup after mutator modifications. Used to reset the JumpVelocity on round restart.

JumpTarget[edit]

Type: Actor

The target actor as specified via NavigationPoint.ForcedPaths[0].

JumpVelocity[edit]

Type: Object.Vector

The calculated jump velocity. This takes the distance and height difference to the JumpTarget into account, as well as JumpZModifier and the enclosing PhysicsVolume's gravity. Note that only gravity pointing downwards is supported. The path building logic expects the gravity on the entire jump path to be the same as in the volume enclosing the jump pad actor.

Default value:

Member Value
X 0.0
Y 0.0
Z 1200.0

Default values[edit]

Property Value
bCollideActors True
bDestinationOnly True

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay


PostTouch[edit]

event PostTouch (Actor Other)

Overrides: Actor.PostTouch


Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions[edit]

Reset[edit]

function Reset ()

Overrides: Actor.Reset