How to use the new SWJumpPad actor.

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FEATURES

  • Calculates jump force automatically.
  • It does not require additional Trigger/LiftExit/LiftCenter actors.
  • It has a familiar placing procedure just like Teleporters.
  • Path links arevisible in UnrealEd.
  • Complete Bot support.
  • Can be disabled/enabled with Triggers.
  • Support for on-jump special effects.
  • Allows jump angle and destination randomisation.
  • Supports custom vertical gravity, ie: LowGrav mutator

HOW TO PLACE KICKERS

First looking in Actor brower in UnrealEd.exe and open swJumpPad.u

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swJumpPads are placed just like teleporters, so you need to place two swJumpPad Actors in order to create working Kick Pad, a source and a destination.

Source swJumpPad placed on top of visual representation brush. (See section on building a w00t pad. )

In all windows view mode has been Actors>Radii view, this facilitates easy lining up of the pad with the brush/mesh that you'll use to represent the kicker to the player.

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In the properties of the swJumpPad set Teleporter>URL to a meaningful name.

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In the destination swJumpPad, set the Event>Tag to the same name you just used.

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Adjust jump angle for shallow/steep jumps as necessary.

Rebuild paths and you have a 100% bot friendly kicker!

TIPS & TRICKS

  • JumpAngle will be limited to 1-89 degrees.
  • If the JumpAngle is too low, a theoretically valid one will be calculated ingame and warning message will be broadcasted every time someone jumps.
  • For testing precision, dodge or jump into JumpPad from distance, this way you won't accidentially disrupt your jump with movement keys.
  • Ignore other Teleporter properties other than URL, it's not a teleporter.
  • If you want to change jump parameters, change them in the Source JumpPad, not the Destination one.
  • bTraceGround requires that there are no holes under the center ofDestination JumpPad. If there is one, ie if the JumpPad is placed on edge of a cliff, players will be launched at the ground level in the hole, ie: bottom of the cliff. To fix this move Destination JumpPad away from the edge or disable bTraceGround.

RANDOM ANGLE MODES

  • AM_Random Uses random value from range ( JumpAngle,JumpAngle+AngleRand)
  • AM_Extremes Uses JumpAngle then JumpAngle+AngleRand then repeat. Lets suppose that two players walk into JumpPad one after another. Player who jumped first may arrive at target location *later* than player who jumped second if the jump angle of second player was significatly flatter.
  • AM_Owned
    Team==TeamNumber uses JumpAngle, other teams use JumpAngle+AngleRandv

DEBUGGING

Paramters displayed via hud when loggin is activated.

A = Angle
IV = Impact velocity in Z plane
IS = Impact velocity in XY plane
IH = Impact height
T = Time in ms
P = Peak height
V = Jump velocity
G = Gravity
U = URL
PN = Player Name
N = Source JumpPad name
D = Destination JumpPad name

User defined properties for swJumpPad.

var(JumpPad) float JumpAngle; Jump angle

var(JumpPad) byte TeamNumber; Team number

var(JumpPad) bool bTeamOnly; Other teams can't use it

var(JumpPad) float TargetZOffset; Target location height offset

var(JumpPad) vector TargetRand; Target location random range

var(JumpPad) bool bTraceGround; Find ground below JumpPad and use it as target location

var(JumpPad) float AngleRand; Jump angle random range

var(JumpPad) EAngleMode AngleRandMode; Jump angle random range mode

var(JumpPad) bool bDisabled; Disable, triggering JumpPad toggles this

var(JumpPadFX) class JumpEffect; Spawn this actor at JumpPad when someone jumps

var(JumpPadFX) class JumpPlayerEffect; Spawn this actor at jumping player

var(JumpPadFX) name JumpEvent; Trigger this event when someone jumps

var(JumpPadFX) sound JumpSound; Play this sound when someone jumps

var(JumpPadFX) bool bClientSideEffects; Spawn effects only on clients

var(JumpPadDebug) float JumpWait; Disable JumpPad for JumpWait seconds after jump

var(JumpPadDebug) bool bLogParams; Display jump parameters in log and ingame.

BUILDING A w00t PAD

This is probably the easiest part of all.

First, pick a cool texture ( see download section for some stock w00t pad textures featured in the w00t map pack.), create a cuboid 128x128x16 , Add. Then, select the LadderArrow texture , add a block 96x96x16, scale the texture by 1.5 (U and V) - set the surface to Unlit. Congratulations, you've finished your first w00t pad.

 

 


You're ready to test your first pad in game!

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Daisy Chaining SwJumpPad actors.

Although obvious, the possibility of linking together a sequence of kickers is often overlooked. A good example of JumpPads bouncing you straight to another JumpPad is the map CastleW00tenstein - this has a series of JumpPads that skip you along from one side of the map to the other.

Daisy Chained Kickers

This is a fun way to both add more oportunity for evasion and to span a long gap that might not have the height

Copyright © 2005 Roman Switch` Dzieciol. Tutorial Originally written by Switch' , Amended and expanded on by SabbathCat . For more of Romans work, please visit wiki.beyondunreal.com/wiki/Switch

Download SWJumpPad

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Last Updated : 19/03/06