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Mod Ideas/PlayerMovementZone

Mod ideas for UT 2003 – Alter the player movement on a zone by zone basis

Description

This is a new zone class (assuming such things exist in UT2003) that allows you to change the player's speed, air control, and jump height on a zone by zone basis.

Interested Scripters

If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.

  • EntropicLqd – It's a nice small very easy to build component. The UT version took me about 30 minutes.

Discussion

Mychaeel: The new Unreal engine relies on "volumes" rather than zones for things like that, and there is a PhysicsVolume class already that lets you change players' physics property when they're within it. For that matter, see Unreal Tournament's TarZone for slowing players down and use any zone's ZoneGravity to influence the jump height.

EntropicLqd: Indeed, but the reason the zone was created was to change the player's AirControl. Altering the fluid friction didn't give the required effect apparently. Tweaking zone gravity also changes the way projectiles and objects fall and that wasn't wanted. With this zone these things would remain unchanged. For example, I could have part of the map where players can jump 4 times higher than normal without changing the gravity, and also give them full air control. Or I could have a long corridor through which players run twice as fast. Or a combination of all three.

EntropicLqd:So how are volumes defined in the new world then?

Tarquin: ah... They've got cars Big as bars They've got rivers of gold But the wind goes right through you It's no place for the old ...

Mychaeel: Like special brushes. They have actor/pawn entering/leaving notification events similar to zones on UnrealScript level. Zones are much more than before used for map performance optimization only.

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