Legacy:JumpDest: Difference between revisions
From Unreal Wiki, The Unreal Engine Documentation Site
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
==Properties == | ==Properties == | ||
; bool bForceDoubleJump : | ; bool bForceDoubleJump : Tells bots to try to double-jump to reach this node, apparently when following a forced path. See [[Legacy:JumpSpot|JumpSpot]] for how to use. This property was added after the initial release of UT2003 AFAWK: it doesn't appear in some sources. | ||
===Hidden=== | ===Hidden=== |
Latest revision as of 09:17, 7 April 2004
From the comments in the class source: "Specifies positions that can be reached with greater than normal jump. Forced paths will check for greater than normal jump capability. Note that these have NO relation to JumpPads."
JumpDest's only subclass, JumpSpot, seems to be what you should use for mapping. At least for UT2003, this class appears to just be used to establish code that is inherited by JumpSpot.
Properties
- bool bForceDoubleJump
- Tells bots to try to double-jump to reach this node, apparently when following a forced path. See JumpSpot for how to use. This property was added after the initial release of UT2003 AFAWK: it doesn't appear in some sources.
Hidden
- bool bOptionalJumpDest
- float CalculatedGravityZ[8]
- vector NeededJump[8]
- int NumUpstreamPaths
- ReachSpec UpstreamPaths[8]
Functions
- DoJump( Pawn Other )
- int GetPathIndex( ReachSpec Path )
Events
- int SpecialCost( Pawn Other , ReachSpec Path )
- bool SuggestMovePreparation( Pawn Other )