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why is Smartjump broken on the PC (Solved)

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    why is Smartjump broken on the PC (Solved)

    Trying to make the game a little bit more game-pad friendly (yes, I have no life) but the main roadblock is the inability to dodge with the gamepad...
    It just doesn't want to seem to work and these settings in the UTinput.ini

    Code:
    [UTGame.UTConsolePlayerInput]
    bAutoCenterPitch=TRUE
    bAutoCenterVehiclePitch=TRUE
    AutoVehicleCenterSpeed=12000
    Dodge_Threshold=0.8
    SlowTurnScaling=0.1
    AutoCenterDelay=2.0
    bViewAccelerationEnabled=TRUE
    bDebugViewAcceleration=FALSE
    bTargetFrictionEnabled=TRUE
    bDebugTargetFriction=FALSE
    ViewAccel_YawThreshold=0.99f
    ViewAccel_DiagonalThreshold=.99f
    ViewAccel_BaseMultiplier=1.1f
    ViewAccel_TimeToHoldBeforeFastAcceleration=0.210f
    ViewAccel_RampSpeed=0.100f
    ViewAccel_MaxTurnSpeed=3.0f
    ViewAccel_Twitchy=0.98f
    MagicScaleForSensitivityMiddle=2.4f
    MagicScaleForSensitivityEdge=1.5f
    ViewAccel_PitchThreshold=0.66f
    ViewAccel_LookingUpOrDownBoundary=12000.0f
    ViewAccel_BackToCenterBoundary=3000.0f
    ViewAccel_BackToCenterSpeed=2.8f
    AutoPitchCenterSpeed=0.20f
    AutoPitchStopAdjustingValue=5.0f
    HoverBoardPitchMultiplier=0.5f
    doesn't seem to work either.

    #2
    Think I found it, but not gonna help much. Also found why no one could ever write a duck mutator for the PS3.


    UTConsoleInput
    Code:
    simulated exec function Duck()
    {
    	// no input controlled crouching on console
    }
    
    exec function SmartJump()
    {
    	local UTPawn P;
    	local byte bOldDuck;
    
    	// ducking is automatic on console, so don't let jumping reset it
    	bOldDuck = bDuck;
    
    	//`log( "I am smart jumping!!!!" );
    	// jump cancels feign death
    	P = UTPawn(Pawn);
    	if (P != None && P.bFeigningDeath)
    	{
    		P.FeignDeath();
    	}
    	else
    	{
    		//`log( "   aForward+aBaseY: " $ aForward+aBaseY $
    		//	  " abs(aStrafe): " $ abs(aStrafe) $
    		//	  " abs(aForward+aBaseY)): " $ abs(aForward+aBaseY) $
    		//	  " (abs(aStrafe) > abs(aForward+aBaseY)): " $ (abs(aStrafe) > abs(aForward+aBaseY)) );
    
    
    		//`log( "   ( RawJoyUp < -DeadZoneThreshold ) : " $ ( RawJoyUp < -LeftThumbStickDeadZoneThreshold ) $
    		//	" ( RawJoyRight < -DeadZoneThreshold ): " $ ( RawJoyRight < -LeftThumbStickDeadZoneThreshold ) $
    		//	" ( RawJoyRight > DeadZoneThreshold ): " $ ( RawJoyRight > LeftThumbStickDeadZoneThreshold ) $
    		//	" ( RawJoyRight < -DeadZoneThreshold ) || ( RawJoyRight > LeftThumbStickDeadZoneThreshold ): " $ ( RawJoyRight < -LeftThumbStickDeadZoneThreshold ) || ( RawJoyRight > LeftThumbStickDeadZoneThreshold ) );
    
    		// determine is dodging or jumping backwards or just doing a normal jump
    		if( RawJoyRight < -Dodge_Threshold )
    		{
    			//`log( "   SmartJump left " $ RawJoyRight );
    			ForcedDoubleClick = DCLICK_Left;
    		}
    		else if( RawJoyRight > Dodge_Threshold )
    		{
    			//`log( "   SmartJump right " $ RawJoyRight );
    			ForcedDoubleClick = DCLICK_Right;
    		}
      		else
      		{
    			//`log( "jump jump" );
    			super.jump();
      		}
    	}
    
    	bDuck = bOldDuck;
    }
    PlayerInput
    Code:
    exec function SmartJump()
    {
    	Jump();
    }
    The functions seems to be overriding each other.
    Console has a blank crouch funtion, pc's smartjump function is changed to a normal jump.

    Oh well...

    Comment


      #3
      OH MY GOD ive been wishing for pc smart dodge , if you have to loose the crouch in the process i doubt it will be missed.

      if you can get this to work ill be in your debt for a long time friend

      Comment


        #4
        Solved
        http://forums.epicgames.com/showthread.php?t=731618

        Comment

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