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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.

## Related Topics

- Category Class (UT)
- Kicker
- Pathnoding Kickers
  - JumpSpot (UT)
- Jumper

Category Custom Class

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