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Post Info TOPIC: Directional Jump Pad Squares


Feedback-Master ..

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Directional Jump Pad Squares
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Since I just learned how to use Cascade to create/edit particles/emitters, I decide to make a directional emitter package to replace the stock jump pad emitter.  While there is no way to over ride it, you can hide the jump pad and place the new emitter and a static mesh of the jump pad.

Check out this Epic forum thread for more info and here is a pic...

ut3_Directional_JumpPad_Squares.jpg






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héhé good job :) looks clean & usefull for maps full of jump pads

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Good idea dude smile

Will be very practical for sure biggrin

THX for your work wink


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Feedback-Master ..

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Thanks guys.

@Blitz My current map that I am working on is a map full of jump pads and that was the motivation for me to watch all of the Collector Edition videos on making particles/emitters. After watching them, it was fairly easy to make these and was also able to make my own "custom" (but still using stock assets) emitters for my jump/launch pads.

@Steve I wish I knew how to do this a while ago as I always "complained" about Epic's jump pads. Ohh well, with time, comes knowledge. I will update the pack as needed, so I was thinking of making "team color" based ones for people to use in each team's bases?

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Odedge wrote:

Thanks guys.

@Steve I wish I knew how to do this a while ago as I always "complained" about Epic's jump pads. Ohh well, with time, comes knowledge. I will update the pack as needed, so I was thinking of making "team color" based ones for people to use in each team's bases?



Team color is a nice idea. It could add a little touch on CTF & VCTF type maps.

One thing I thought I could setup is the default emiting sound, you know, the sound it does when you approach the jump pad. We can setup the target sound easily so I thought the default sound could also be changed when I started to map.



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stevelois wrote:

One thing I thought I could setup is the default emiting sound, you know, the sound it does when you approach the jump pad. We can setup the target sound easily so I thought the default sound could also be changed when I started to map.

I don't think you can really get around that as I think it's tied directly with in the actor.  Even if you make it invisible, the sound is still there.  Someone would have to make a new actor that you could embed into your map.  That's beyond my skills, now and probably forever as I have no interest in learning to code, Kismet is challenging enough. yawn



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I like this.
Remember the old 2k4 emitter, it had like sparks that were directional too.
That would be cool.
Good job mate.

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Diesalot wrote:

I like this.
Remember the old 2k4 emitter, it had like sparks that were directional too.
That would be cool.
Good job mate.



Yeah, I believe the UT2004 jump pads were directional and you just had to rotate them?  The UT 3 version has 2 particles, the squares and mist.  I tweaked both of them the same amount.

 



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haha sometimes and on some details ut2004 looks so complete & accurate compared to ut3...

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After thinking about it, it would be more adequate if this mod would be in the mutator section ?

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feel free to moove things to their right place mate ; u got the powaa to do it ;)


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Bl!tz wrote:

feel free to moove things to their right place mate ; u got the powaa to do it ;)



Who are you speaking to?  If it's me, I may have the "powaa", but I don't know how to use it. disbelief

 



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was talkin to steve; he have admin power so he can moove things if he feel they arent in the right place

if you plane to still active here i can give u admin power too ; it s usefull for the mapping section & the "things" like here haha...i will ask to the other mappers if they want to share the admins too ....i feel more comfortable if we are all on same "level" ;)

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LOL

I was wondering at who Blitz was talking to lol

Well, even if I have admin rights, I thought that it would be Blitz that would move the thread is my dear Odedge was willing to do so :) It's Blitz server after all...

& Blitz, a little advice, not that I don't trust Odedge but be prudent about admin rights. A server don't have more than 2 admins habitually specially a web one. As nice as people can be, you never know what someone can do if he just "flip over" in real life.

Just an advice ;)

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stevelois wrote:

LOL

I was wondering at who Blitz was talking to lol

Well, even if I have admin rights, I thought that it would be Blitz that would move the thread is my dear Odedge was willing to do so :) It's Blitz server after all...

& Blitz, a little advice, not that I don't trust Odedge but be prudent about admin rights. A server don't have more than 2 admins habitually specially a web one. As nice as people can be, you never know what someone can do if he just "flip over" in real life.

Just an advice ;)




Hehehe, I don't trust me either.  But that is good advice, the fewer people who have the "powwaa", the less chance something will get messed up.  I have my own site and that's all the "powwaa" I needed. biggrin



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lol...it s not "my" server ; another time i just have "build" this one to have a place of freedom for ut old friend and old mean "mature" for me ;)

in allways it s done and if something s wrong (thats not possible to my eyes with thoses who are here^^) i have a lethal weapon in stock it s called "forum owner special power ;)"

more admin u have more opinions u have when u have to take a desision

other point is that it s usefull for mappers to be allowed to moove threads like here for example.....hm....excpt for some old canadian cousins who havent find the way to do it......muhahahaha

btw ode u are admin too and if u dont want just tell it :p ....else moove yer thread alone ...i m in hols ;)

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stevelois wrote:

One thing I thought I could setup is the default emiting sound, you know, the sound it does when you approach the jump pad. We can setup the target sound easily so I thought the default sound could also be changed when I started to map.

Odedge wrote:


I don't think you can really get around that as I think it's tied directly with in the actor.  Even if you make it invisible, the sound is still there.  Someone would have to make a new actor that you could embed into your map.  That's beyond my skills, now and probably forever as I have no interest in learning to code, Kismet is challenging enough. yawn

 

 

It's possible to have a jumpad without it's ambient sound, without any code or kismet, just copy that jumpad I have modified (with the command "editobject") on your map, it's works like a charm ;)

http://forums.epicgames.com/showthread.php?t=711259




-- Edited by NOVA on Wednesday 9th of December 2009 05:49:34 PM

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