View Full Version : Jetpack
hey
Anyone know which would be the best way to go about making a jetpack
was thinking along the lines of...........
when on the floor all keys work as normal=phys_walking state
until u hit thrust up then you in some new state? but not fly
then each key forward/backwards, strafeleft/right, up/down has a thrust that increments to a max speed in its pressed direction till your back in phys_walking again
any help or ideas welcome
schenksmill
11-28-2007, 05:14 PM
could always just make a bool bFlying or something, and associate different behaviors to do that, then when you hit the ground, turn bFlying to false again. i would imagine the physics would be the same no matter what (i mean gravity doesn't change because you're flying :P ), so you could probably just override the default behavior when bFlying is true.
problem with phys_flying is when pressing forward u move in the direction the mouse is looking on the Z am not sure u can override it
but thx for quick reply
something like the player moving like a raptor ship but with gravity is more the thing i was thing along the lines of
schenksmill
11-28-2007, 05:31 PM
not all too sure how to fix that, but you may be able to find something searching through how the vehicles are controlled....they are independent of the camera's direction
UT3sysop
11-28-2007, 05:44 PM
here is the UT2004 version check it out here
http://www.download.com/Unreal-Tournament-2004-Jetpack-mutator/3000-7453_4-10292657.html
I dont have ut2004 on pc
but thx 4 link
MadNad
11-29-2007, 03:32 PM
I'd probalby look into making the jetpack a vehicle. Jumping up in the air ( or jetpack thrust key ) would spawn and possess a jetpack vehicle. Landing would exit and destroy the vehicle.
Pfhoenix
11-29-2007, 03:38 PM
I was going to suggest looking at my Jetpack code for UT2004. You wouldn't do the physics any differently; you'd need to look at the interaction for handling keys differently (with a jetpack, you don't want aircontrol necessarily as Pawns normally do it).
I'll look at whipping up a quick and dirty Jetpack mutator tonight.
I'd probalby look into making the jetpack a vehicle. Jumping up in the air ( or jetpack thrust key ) would spawn and possess a jetpack vehicle. Landing would exit and destroy the vehicle.
thats wat i was thinking like how hoverboard gets called
the only problem i see doing it this ways is keeping selected weapons in hand
@Pfhoenix if u knock up a mutator would love to test wat u come up with
MadNad
11-29-2007, 05:48 PM
Vehicles were pawns in 2k4, just give them weapons. I haven't looked into ut3 enought to know if that'll work now. Functionally you could probably get it working fairly easily. Getting it to look good in both 3rd and first person might prove more difficult.
Pfhoenix
11-30-2007, 12:30 PM
I have the physics of the jetpack working now. If someone is interested in making a custom mesh for it, that'd be nice, otherwise I'm looking at just scaling up and attaching a rocket to the player's back.
I'd can help u out if u need out making
Pfhoenix
11-30-2007, 01:18 PM
If you can model and texture, sure, feel free to whip up a jetpack to attach to a player's back. Just about anything will be better than seeing a rocket on a player's back.
made a jetpack just need to import it then will upload packages
heres a pic wat it looks like
need more work on texture but will do for now
http://img140.imageshack.us/img140/7797/jetpack11xj5.th.jpg (http://img140.imageshack.us/my.php?image=jetpack11xj5.jpg)
Pfhoenix
11-30-2007, 05:12 PM
That looks excellent.
Tonester
11-30-2007, 06:18 PM
Would you mind sharing source code for this? One of our classes for our TC actually has a limited jet pack (and another has limited grav boots). I'd be interested in seeing how this is implemented. You'll get full credit of course as well as any code changes/optimizations/improvements I may (or may not) make.
Pfhoenix
11-30-2007, 06:32 PM
It really is far simpler than you think.
Jetpack is an inventory item that gets turned on/off by the mutator (since base Inventory doesn't get execs and I'm not modifying a custom PC or Pawn). When on, it keeps the player's Pawn in PHYS_Falling and adds to the pawn's velocity vect(0,0,1) * JetpackAccel * DeltaTime, doing it in Tick. It's that easy.
I've put in code to handle when you get in/out of vehicles, as well as detecting when another pawn becomes relevant and has their jetpack on/off (this needs testing, of course). The code isn't quite done (no effects nor mesh in yet, but that'll soon be rectified). I'll include the source with the release.
Heres the jetpack
If out need changing just post it up here and I'll fix asap
pic to show bone names
http://img339.imageshack.us/img339/1378/jetbonestc7.th.jpg (http://img339.imageshack.us/my.php?image=jetbonestc7.jpg)
JETPACK link just click free to download
http://rapidshare.com/files/73446096/jetpack.rar
Crotale
11-30-2007, 09:47 PM
That jetpack rocks.
Pfhoenix
11-30-2007, 09:55 PM
I have it working. I'm sorting out minor bugs at the moment (I haven't tested it in netplay, however).
wildman
11-30-2007, 10:20 PM
Looks cool. :cool::cool:
Mr.UglyPants
11-30-2007, 10:23 PM
Pretty kickass if i say so myself.
Pfhoenix
11-30-2007, 11:16 PM
Alright Gents. Check the beta releases section.
It just occured to me that I forgot to put the source in with the zip file. I can make it separately available upon request.
just tested your jetpack works great :)
good job man
{SAP}THEEDGE
12-01-2007, 10:38 AM
Bez...man you do good work and fast!
I could use some help too. Can you model a new sniper rifle for the one I am working on?? I kinda wanted it to be black and futuristic looking...
I just couldn't believe how fast you did that jetpack!!
If you can help...I would appreciate it!
Going to check out the jetpack release now...
Pfhoenix
12-01-2007, 02:18 PM
I'd like to reiterate, as well, the awesomeness in bez's assistance. Hat's to you, bez.
As far as testing goes, if you guys get the opportunity to play with Jetpack on a server, please provide feedback on particlesystem slowdown performance, as well as general workings. I'm considering creating a custom jetpack thrust particlesystem (but not if I don't really need to).
thx {SAP}THEEDGE
Am not too keen on modeling these dayz been doing it for years and now I'm using my free time to learn to code.
dont get too much free time am afraid
sorry m8
{SAP}THEEDGE
12-02-2007, 03:00 AM
No problem...I thought you might be up to it since you modeled the jetpack so quick!
I will just use the sniper rifle mesh for now...
Great work
Aksen
12-08-2007, 12:24 AM
its awesome how this thread got out of hand so fast, and then suddenly there's a nice jetpack mutator.
Pfhoenix
12-08-2007, 08:33 AM
I was intending to remake my Jetpack from UT2003/4 anyways. Bez kindly provided a mesh because he wanted to see a jetpack get done, and that motivated me to get it done sooner rather than later.
was cool how u setup the jetpack pfhoenix..
used some of your code hope u dont mind. if i ever release i will credit u ofcourse
sofar i got a 2d side view shooter with a jetpack man working pretty cool
he thrusts in all directions and walks when on the ground
got a few more things to make then to mapping a 2dmap
is it ok pfhoenix ? i will remove any of your code if its not ok
Pfhoenix
12-12-2007, 01:51 PM
It's alright. Just give due credit.
Downfall[AT]
12-13-2007, 11:14 PM
wow
great work guys. ill let ya know how it is if i find a server with it
UT3sysop
12-14-2007, 10:33 AM
This jet pack would be great for a Tribes or Tribes 2 mod!! Yea Baby!!!
UT3sysop
12-14-2007, 08:41 PM
Just for your info. Here is a better place to host files and is faster and its free. check this out
http://www.mediafire.com
cya
UT3sysop
12-14-2007, 10:04 PM
Where do you install the jetpack mutator guys?
Pfhoenix
12-15-2007, 08:15 AM
Check the readme file that's in the zip file
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