
ChookWoods
Posts: 0
Joined: 05/15/2005
Credibility: 0 pts
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in a map im making, i got my friend to code me a new jump pad (the standard jump pad has a limit on how high it can send you). the code works fine for standard ut2004, and for utcomp warmup mode. but once the warmup ends, the jump pad only sends the play as high as a standard jump pad would.
i figure there must be some form of incompatability with utcomp and the code he has written, so it would be good if smeone could take a look at it and see how the code would need to be changed to be compatible with utcomp.
| CODE | class ScaleableJumpPad extends UTJumpPad
placeable;
var(JumpPad) float VelocityScaler;
function PostBeginPlay()
{
Super.PostBeginPlay();
JumpVelocity *= VelocityScaler;
}
defaultproperties
{
VelocityScaler=+1.0
} |
thanks in advance for your help.
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| 05/16/05 12:14 |
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Lotus
Posts: 0
Joined: 05/15/2004
Credibility: 0 pts
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Override your reset() function. It is setting it back to its default whenever round is restarted.
From class JumpPad:
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
JumpVelocity = BACKUP_JumpVelocity;
}
***THIS POST HAS BEEN EDITED***
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| 05/19/05 23:41 |
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