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Thread: Auto Jumping

  1. #1
    Skaarj
    Join Date
    Apr 2009
    Location
    Tempe, AZ
    Posts
    5

    Default Auto Jumping

    Does anyone know a way to force the player to jump when they pass over a certain point? I've tried using Jump Pads but can't figure out how to make them work without a destination node and a ForcedDir volume only works for me when the player jumps themselves. Anyone have an idea on how to make this work? Thanks for the help.

  2. #2

    Default

    try putting the destination node right above the jump pad, that should atleast get them in the air. Change the default properties in the jumppad to how high they should go (a normal jump height) or

    create a pickup that once you pick it up it causes a instant jump. You could make the pick up invisible and place it anywhere in a map.
    Last edited by euchreplayer23; 08-05-2009 at 02:01 PM.
    Please support the UT3 community both on the PC and PS3.

  3. #3
    Skaarj
    Join Date
    Apr 2009
    Location
    Tempe, AZ
    Posts
    5

    Default Jumping

    Hmm I'm trying to test out the node above the JumpPad method, but for some reason my Jump Pads aren't being triggered when I move over them, not even when the node and JumpPad are separated.

  4. #4

    Default

    Open a stock map like DM-heatray, it has a jump pad to see the default settings. Test the method out there first. By moving the destination node other places.
    Please support the UT3 community both on the PC and PS3.

  5. #5
    MSgt. Shooter Person
    Join Date
    Oct 2008
    Posts
    328

    Default

    Create a physics volume with a Z axis directional force, and set it to bounce players up on contact

  6. #6
    Skaarj
    Join Date
    Apr 2009
    Location
    Tempe, AZ
    Posts
    5

    Default

    So I've tried both the PhysicsVolume and checking out the specs of the JumpPad in HeatRay but no luck. Is there anyway to reset your editor settings to defaults? Even when I create a new level with nothing in the room but the jump pad and its destination it won't work for me. I must be missing something very basic here as I've tried it on two different computers and still am having no luck.

  7. #7
    MSgt. Shooter Person
    Join Date
    Sep 2007
    Location
    UK (manchester)
    Posts
    360

    Default

    make sure the pathnode or whatever your using is in the JumpPads properties under the jump target option under the JumpPad catergory and be sure to do a full build of your map or it wont work
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    UT3 is the game to beat IMO

  8. #8
    Skaarj
    Join Date
    Apr 2009
    Location
    Tempe, AZ
    Posts
    5

    Default

    Yeah, I've done that. Still nothing. Here are the steps I follow, maybe this will help.

    - Open Actor Classes
    - Select NavigationPoint>JumpPad
    - Click in the level and add JumpPad, lining it up above my static mesh/Terrain
    - Click at the destination and add PathNode
    - Lock the selection on the JumpPad, click the PathNode and set it as the JumpTarget.
    - Select "Build All" from the Build Menu
    - After building, Play Level.
    - Move over JumpPad with no effect.

    Am i missing something in this process? I could have sworn this has worked for me many times before.


 

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