Boots of Jumping
...boing...

Miles Asvachin

http://come.to/MrEvil

mailto:miles@cheese83.freeserve.co.uk

Description:

These files add jump boots to UT2003 similar to the ones in Unreal and UT, only better! The boots are visible on the 3rd person models and produce a puff of smoke on jumping.

A 'Jump Arena' mutator is included for instant jumping gratification.

Installation:

Put the following files in the indicated directories:

BootsOfJumping.u -> UT2003\System
BootsOfJumping.int -> UT2003\System
BootsOfJumping.uax -> UT2003\Sounds
BootsOfJumping.usx -> UT2003\StaticMeshes

Usage:

Just use the JumpArena mutator and everyone will be given jump boots that never run out.

If you want to summon a pair manually during a game, type 'Summon BootsOfJumping.BootsOfJumpingPickup' at the console.

Mappers can place a jump boots pickup in UEd, documented below.

Notes:

By default the boots increase jump height by approximately 200% and increase how far you can fall without taking damage by about 70%. To prevent players making ridiculously huge jumps the speed combo is disabled whilst you have the boots. Unlike the UT jump boots these do not run out over time, but only when you jump. Only normal jumps are affected; double-jumps and dodge-jumps remain the same.

The boots are disabled when walking, so by holding down SHIFT (or whatever you have walk bound to) you can make normal jumps and thus not discharge the boots.

The pickup and jump sounds were taken from Unreal. The boots mesh was already included in UT2003.

With the mutator you can configure both JumpHeight and FallHeight (fairly self-explanatory, but see below for desriptions of these properties). The values set in the mutator will be stored in a file called 'BootsOfJumping.ini' in the UT2003\System directory. Clicking on the 'Defaults' button in the mutator configuration menu will reset the values back to the defaults. Note that this mutator is not compatible with QuadJump so it is not possible to select both at once.

Combine with LowGrav for insane jumping!

Notes for mappers:
To put jump boots in a map, open the package BootsOfJumping.u and place an actor of class Pickup->TournamentPickup->BootsOfJumpingPickup. The BootsOfJumpingPickup has several variables for controlling how the boots work:

BootsOfJumping-> | bEverlasting | This gives the jump boots infinite charge, i.e. they never run out. Used for the JumpArena mutator. Not a good idea for normal maps. Default is false.
| FallHeight | Controls how high the player can fall without taking damage. Should be higher than JumpHeight or the player won't be able to jump without taking damage. Normal value without boots is 1200. Default with boots is 2048.
| JumpBootCharge | How many times the jump boots can be used. Default is 3.
| JumpHeight | Controls how high the boots make a player jump. Normal value without boots is 340. Default with boots is 1024.
| bJumpyBots | If true, tells the bots to jump around more. I recommend setting this to false normally, so the bots don't waste the boots. Set to true if the boots have a high charge and don't need to be conserved. Note that some bots are jumpy by default and will not be affected by a false setting here. Default is false. Always true for the JumpArena mutator.

Bots automatically know that they can jump higher than normal, so no special pathing is required.

You must include the files BootsOfJumping.u, BootsOfJumping.uax and BootsOfJumping.usx with your map for the boots to work. You should also include BootsOfJumping.int so the mutator works. Please give me credit and/or include this readme file with your map if you use the boots.

Known bugs:

- 3rd person boot meshes clip the player's legs sometimes, and look a bit funny on the alien models. Cannot be fixed.