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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Jump Boots
- hlk_Bah
- OldUnreal Member
- Posts: 131
- Joined: Sat Jun 18, 2005 5:50 pm
Jump Boots
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!
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Jump Boots
You have to subclass JumpBoots, override this state:
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.
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.
}
Last edited by GreatEmerald on Sat Apr 24, 2010 6:36 pm, edited 1 time in total.