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Jump Boots

Ask UnrealEd 2 mapping related questions, or give hints, tips and tricks
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hlk_Bah
OldUnreal Member
Posts: 131
Joined: Sat Jun 18, 2005 5:50 pm

Jump Boots

Post by hlk_Bah »

How do I go about changing the height the jumpboots can jump? I am importing a map from UT99 to Unreal, and a lot of the pick-ups are high up. I don't wish to use translocators, which is why I want to edit the jumpboots. Thanks in advance!
I was so poor growning up, it's a good thing I was a boy, otherwise I'd have nothing to play with!
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Jump Boots

Post by GreatEmerald »

You have to subclass JumpBoots, override this state:

Code: Select all

state Activated
{
    function endstate()
    {
        if ( Owner!=None )
        {
            Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling();
            Pawn(Owner).bCountJumps = False;
        }
        bActive = false;
    }
Begin:
    Pawn(Owner).bCountJumps = True;
    Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * 3;
    Owner.PlaySound(ActivateSound);
    While( True ) // Fix multiplie jumpboots issues.
    {
        Sleep(1);
        if ( !Pawn(Owner).bCountJumps )
        {
            Pawn(Owner).bCountJumps = True;
            Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * 3;
        }
        else if ( Pawn(Owner).JumpZ!=(Pawn(Owner).Default.JumpZ*3) )
            Activate(); // Deactivate if we aren't the active boots.
    }
with all Pawn(Owner).Default.JumpZ*3 changed to Pawn(Owner).Default.JumpZ*JumpModifier when JumpModifier is var() int, then add your new actor to the map. If you're doing it the myLevel way, you'll have to then configure the JumpModifier, of course.
Last edited by GreatEmerald on Sat Apr 24, 2010 6:36 pm, edited 1 time in total.
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