VecBooster
Part of Vital'sPMT
Overview
One of the main problems with the VecBooster is that a sudden kick scares any bot drivers and they instantly bail from the vehicle. One way around this is to use the property bDriverCannotLeaveVehicle to lock them inside the vehicle untiluntil they calm down a little.
// class VecBooster // // kicks ANY Vehicle. // // By VitalOverdose // optional vocal's(just remove sound to disable in unrealed) // booster will boost the Vehicle in the direction hes facing // unless the directional option is set to true //----------------------------------------------------------- class VecBooster extends Trigger placeable; Var() vector AppliedBoostForce; var() sound VocBoost; Var() bool bAirbornBoost; function Touch( Actor Other ) { if ((other.isa('onsvehicle')==true) && ((onsvehicle(other).bvehicleonground==true) && (bAirbornBoost==true))) VecBoost(onsvehicle(other)); super.touch(other); // adds any associated code from the parent function } simulated function VecBoost( onsvehicle TheVec) { local actor RotRelation; RotRelation = TheVec; // will kick the vec in the diection its facing if ( bDirectional) // if bdirectional is true: kick vec in direction this actor RotRelation = self; // ia facing TheVec.KAddImpulse( AppliedBoostForce >> TheVec.Rotation, vect(0,0,0) >> TheVec.Rotation ) ; if ( VocBoost!= None ) { PlaySound ( VocBoost) ; //sound fx TheVec.MakeNoise(1.0); } } defaultproperties { AppliedBoostForce=(X=9000000.000000) VocBoost=Sound'AnnouncerEvil.Booster' Texture=Texture'XEffectMat.Shock.Shock_ring_a' CollisionRadius=150.000000 CollisionHeight=150.000000 }
Updated
Added the condition ;
((onsvehicle(other).bvehicleonground==true) && (bAirbornBoost==true))
to the Bump() function. This make things a bit easyer when using the vecbooster to boost the vehicle over hazzards like large drops so .Now you can just put a vecbooster either side and not have to worry about being boosted again untill you have landed.
Related Topics
VitalOverdose/VehicleTeleporter