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# UTJumpPad

UT2003 :: Actor >> NavigationPoint >> JumpPad >> UTJumpPad

Unlike UT jumppads which set a velocity (and left the mapper fiddling around to try and get it just right), UT2003 jumppads set a destination pathnode thus:

Set NavigationPoint → ForcePaths[0] to the Object → Name of the which actor to jump to, preferably a PathNode. After a path rebuild, a pink parabola linking the jumppad to the destination will be visible in the editor when the UTJumpPad is selected. (This is probably not a script thing but something hardcoded in the engine.) You could use it to jump to a redeemer or some weapon or powerup. Look at CTF-Face3 for usage. AFAWK the JumpTarget and JumpVelocity values can be safely ignored.

Guided Redeemers can jump on them... try it!

See Kicker for the corresponding actor in UT.

## Properties

(props of parent class)

### Main

sound JumpSound
  Set to the sound the jumppad generates when used.
float JumpZModifier
  The strength of the boost you'll get, higher value means a higher jump. This is a factor, so 0.5 is half as high, while 2 is twice as high.

### Hidden

Actor JumpTarget
vector JumpVelocity

## Extending

- TriggerJumpPad, can be switched on and off

## Related Topics

- Bot Support

## Comments

G-LiTe: Is there a way to set multiple destinations on a jumppad? (so it selects one at random?)

Dma: You would need to set bStatic=false and play with the settings. It might even require multiple jumppads in the same spot.

ZxAnPhOrIaN: Could script one!

smattbac: There seems to be some problems if the pathnode and the jumppad are in the same height. I have everything set up correctly, but when I rebuild the paths in the editor, no pink line show up, and when I try it ingame it freezes when I touch the jumppad. :\

ZxAnPhOrIaN:~ hmmm... try deleting the jumppad and adding another one, and also try to move the pathnode up or down farther.

Category Class (UT2003)

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