UE2:JumpPad (UT2004): Difference between revisions

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Non-placeable base class for jump pad navigation points. This class implements the special path building logic for jump pads.
Jumppad - bounces players/bots up
 
not directly placeable.  Make a subclass with appropriate sound effect etc.
The jump path is calculated when rebuilding paths. Use {{tl|ForcedPaths|NavigationPoint}}[0] to specify the destination.


==Properties==
==Properties==
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'''Type:''' {{cl|Sound}}
'''Type:''' {{cl|Sound}}


<!-- enter variable description -->
The sound to play when a player uses the jump pad.


====JumpZModifier====
====JumpZModifier====
'''Type:''' [[float]]
'''Type:''' [[float]]


for tweaking Jump, if needed
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
'''Default value:''' 1.0
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'''Type:''' {{tl|Vector|Object|structs}}
'''Type:''' {{tl|Vector|Object|structs}}


<!-- enter variable description -->
Set at startup after mutator modifications. Used to reset the {{tl|JumpVelocity}} on round restart.


====JumpTarget====
====JumpTarget====
'''Type:''' {{cl|Actor}}
'''Type:''' {{cl|Actor}}


<!-- enter variable description -->
The target actor as specified via {{tl|ForcedPaths|NavigationPoint}}[0].


====JumpVelocity====
====JumpVelocity====
'''Type:''' {{tl|Vector|Object|structs}}
'''Type:''' {{tl|Vector|Object|structs}}


<!-- enter variable description -->
The calculated jump velocity. This takes the distance and height difference to the JumpTarget into account, as well as JumpZModifier and the enclosing {{cl|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:'''  
'''Default value:'''  

Latest revision as of 05:19, 22 July 2010

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

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

Property group 'JumpPad'

JumpSound

Type: Sound

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

JumpZModifier

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

BACKUP_JumpVelocity

Type: Object.Vector

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

JumpTarget

Type: Actor

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

JumpVelocity

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

Property Value
bCollideActors True
bDestinationOnly True

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay


PostTouch

event PostTouch (Actor Other)

Overrides: Actor.PostTouch


Touch

event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

Reset

function Reset ()

Overrides: Actor.Reset