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UT Jumper

//=============================================================================
// UT_Jumper.
// Jumper for bots - 
//=============================================================================
class UT_Jumper extends Triggers;

var() bool bOnceOnly;
var() class<Bot> LimitedToClass;
var Bot Pending;
var() float JumpZ;

function Timer()
{
    Pending.SetPhysics(PHYS_Falling);
    Pending.Velocity = Pending.GroundSpeed * Vector(Rotation);
    if ( JumpZ != 0 )
        Pending.Velocity.Z = JumpZ;
    else
        Pending.Velocity.Z = FMax(100, Pending.JumpZ);
    Pending.DesiredRotation = Rotation;
    Pending.bJumpOffPawn = true;
    Pending.SetFall();
}

function Touch( actor Other )
{
    if ( Other.IsA('Bot') 
            && ((LimitedToClass == None) || (Other.Class == LimitedToClass)) )
    {
        Pending =Bot(Other);
        SetTimer(0.01, false);
        if ( bOnceOnly )
            Disable('Touch');
    }
}

defaultproperties
{
     bDirectional=True
}

Discussion

SabbathCat: I'm not entirely sure how useful this is, seeing how you can actually change the class from within Ued itself. Ah well, it does work though, with a UT Jumper and a Kicker style PathNode setup (LiftExit > LiftCenter /UT Jumper > LiftExit ), I've managed to get bots to pull of wall-slides, which was cool. :)!

SabbathCat: Yeah, just figured, the standard Jumper doesn't actually appear to let you choose the class you want it to make "jump". :( Good news then, this script DOES have a purpose. :)

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