I'm a doctor, not a mechanic

User:Crusha/UltimateMappingTools/ProjectileJumppad

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by Crusha K. Rool

UT2004 Object >> Actor >> NavigationPoint >> JumpPad >> UTJumpPad >> ProjectileJumppad (custom)
Package: 
UltimateMappingTools

Got inspired by Quake 4 where you can place grenades on a Jumppad and it bumps them up as well.

Properties

Property group 'ProjectileJumppad'

AllowedProjectiles

Type: array<class<Projectile> >

Which projectile classes are allowed. By default are only those allowed for which it makes logically sense to be bounced up and which don't explode on impact.

Default value, index 0: Class'XWeaponsGrenade'

Default value, index 1: Class'OnslaughtONSGrenadeProjectile'

Default value, index 2: Class'OnslaughtONSMineProjectile'

bKeepOriginalPath

Type: bool

If True, projectiles are influenced but not completely changed by the Jumppad. Adds more dynamic to the thing and makes it harder to exploit this mechanic.

Functions

Events

PostTouch

event PostTouch (Actor Other)

Overrides: UTJumpPad.PostTouch

Adds special handling for projectiles.

Touch

event Touch (Actor Other)

Overrides: UTJumpPad.Touch

Lets also valid projectiles pass the initial check.

Other instance functions

IsValidProjectile

function bool IsValidProjectile (Actor Other)

Returns true if the touching Actor is a projectile class from the array.