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.