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    REQUEST: Manual Jump pad

    I need a custom jump-pad actor BADLY for a sweet version of DM-Morbias and 1-2 other maps.
    [SHOT]http://img63.imageshack.us/img63/6664/shot00014z.png[/SHOT]
    As you can see in the screenshot, I need a pad that behaves a little differently since this pad is in the center of the level. The main problem is that I want players to be able to jump in any direction...at the very least. By not forcing a path on the pumpad this can happen. However it leads to bots staying on the jump pad bouncing over and over until you air rox them. If I could get around just that, I'd be happy.


    I would like it to behave more like the UC2 version of Morbias though with a "Maunual Jump pad".

    I need players to be able to walk over the jump pad and not get a "boost" until they press jump. It should behave the same as a normal jumppad for bots, so they no WHERE to jump to (forced paths).

    So it's like you can stand and strafe on this pad, but when you press jump, it's as if you activated the jump pad.

    So activate on jump not "touch"...or something like that.

    This will be used heavily in UCBP and you WILL be credited and also GREATLY APPRECIATED.
    This could also be good for other mappers to introduce a slightly new gameplay element into there maps.

    I am not capable of coding this custom actor very easily (or racking my brain). I would be forever grateful if someone capable could help me out

    #2
    I will credit you in the "map description" that shows "in game".

    ||Manual Jump pad by: XyZ Person

    Comment


      #3
      Code:
      //=============================
      // Jumppad - bounces players/bots up
      // not directly placeable.  Make a subclass with appropriate sound effect etc.
      //
      class JumpPad extends NavigationPoint
      	native;
      
      var		vector	JumpVelocity, BACKUP_JumpVelocity;
      var		Actor	JumpTarget;
      var()	float	JumpZModifier;	// for tweaking Jump, if needed
      var()	sound	JumpSound;
      
      // (cpptext)
      // (cpptext)
      // (cpptext)
      // (cpptext)
      // (cpptext)
      
      function PostBeginPlay()
      {
      	local NavigationPoint N;
      	
      	super.PostBeginPlay();
      
      	ForEach AllActors(class'NavigationPoint', N)
      		if ( (N != self) && NearSpot(N.Location) )
      			N.ExtraCost += 1000;
      
      	if ( JumpVelocity != JumpVelocity )
      	{
      		log(self$" has illegal jump velocity "$JumpVelocity);
      		JumpVelocity = vect(0,0,0);
      	}
      	BACKUP_JumpVelocity = JumpVelocity;
      }
      
      
      /* Reset() 
      reset actor to initial state - used when restarting level without reloading.
      */
      function Reset()
      {
      	JumpVelocity = BACKUP_JumpVelocity;
      }
      
      event Touch(Actor Other)
      {
      	if ( (Pawn(Other) == None) || (Other.Physics == PHYS_None) || (Vehicle(Other) != None) )
      		return;
      
      	PendingTouch = Other.PendingTouch;
      	Other.PendingTouch = self;
      }
      
      event PostTouch(Actor Other)
      {
      	local Pawn P;
      
      	P = Pawn(Other);
      	if ( (P == None) || (P.Physics == PHYS_None) || (Vehicle(Other) != None) || (P.DrivenVehicle != None) )
      		return;
      
      	if ( AIController(P.Controller) != None )
      	{
      		P.Controller.Movetarget = JumpTarget;
      		P.Controller.Focus = JumpTarget;
      		if ( P.Physics != PHYS_Flying )
      			P.Controller.MoveTimer = 2.0;
      		P.DestinationOffset = JumpTarget.CollisionRadius;
      	}
      	if ( P.Physics == PHYS_Walking )
      		P.SetPhysics(PHYS_Falling);
      	P.Velocity =  JumpVelocity;
      	P.Acceleration = vect(0,0,0);
      	if ( JumpSound != None )
      		P.PlaySound(JumpSound);
      
      }

      Comment


        #4
        A workaround would be to just place a circle of Jumppads where each throws you into another direction (and one in the center that throws you straight up). Would not be the same, but a workaround.

        Comment


          #5
          Originally posted by Crusha K. Rool View Post
          A workaround would be to just place a circle of Jumppads where each throws you into another direction (and one in the center that throws you straight up). Would not be the same, but a workaround.
          Hmmm, I might try that. Thanx

          Comment


            #6
            http://kaiju.bplaced.net/JumpZPad.zip

            i made this dunno how well it works with bots did test it a little and they seem to jump to multible places

            its not really a jumpad but it changes how high u jump when u stand ontop of it and changes it back when u leave

            its not made any good but just checking if u like this if so will make it better

            the JumpZModifier value sets how high u jump setting it at 2 makes u jump 2 times as high as normal

            i have changed it so how high u jump is same as with normal jumppad
            depending on both JumpZModifier and how far away your ForcePath is

            Comment


              #7
              Originally posted by iwanpompier View Post
              http://kaiju.bplaced.net/JumpZPad.zip

              i made this dunno how well it works with bots did test it a little and they seem to jump to multible places

              its not really a jumpad but it changes how high u jump when u stand ontop of it and changes it back when u leave

              its not made any good but just checking if u like this if so will make it better

              the JumpZModifier value sets how high u jump setting it at 2 makes u jump 2 times as high as normal
              Sweet, I'm going to give that a try. Sounds like it might be close!

              Comment


                #8
                how would a small zone with a different very low gravity value work? like you'd hit jump in the zone and after your out of the zone normal gravity would take over, so it would be like a manual jump pad

                Comment


                  #9
                  Originally posted by DarkBarrage99 View Post
                  how would a small zone with a different very low gravity value work?
                  It would not produce the desired effect, and would crete a few undesireables in this case. Thanx for the suggestion though

                  Comment


                    #10
                    Originally posted by iwanpompier View Post
                    http://kaiju.bplaced.net/JumpZPad.zip

                    i made this dunno how well it works with bots did test it a little and they seem to jump to multible places

                    its not really a jumpad but it changes how high u jump when u stand ontop of it and changes it back when u leave

                    its not made any good but just checking if u like this if so will make it better

                    the JumpZModifier value sets how high u jump setting it at 2 makes u jump 2 times as high as normal

                    i have changed it so how high u jump is same as with normal jumppad
                    depending on both JumpZModifier and how far away your ForcePath is

                    Dude, it's almost PERFECT. PM'ing you about a few things.

                    Comment


                      #11
                      Originally posted by iwanpompier View Post
                      http://kaiju.bplaced.net/JumpZPad.zip

                      i made this dunno how well it works with bots did test it a little and they seem to jump to multible places

                      its not really a jumpad but it changes how high u jump when u stand ontop of it and changes it back when u leave

                      its not made any good but just checking if u like this if so will make it better

                      the JumpZModifier value sets how high u jump setting it at 2 makes u jump 2 times as high as normal

                      i have changed it so how high u jump is same as with normal jumppad
                      depending on both JumpZModifier and how far away your ForcePath is

                      You did it, it's perfect.

                      YOU DA MAN. More prothetic thankage in PM box

                      Comment

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