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 Ajout UEditor_Developing FallDamageHandler 
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Inscription: 01 Oct 2008, 01:14
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Nouveau message Ajout UEditor_Developing FallDamageHandler
FallDamageHandler sert à définir des zones ou en cas de chute les dégâts sont définis à l'avance.
Servie avec une map de démo.


Citation:
+-----------------------------------------------------------
| README: FallDamageHandler
| for Unreal Tournament
+-----------------------------------------------------------


I. General Information
------------------------------------------------------------
Name: FallDamageHandler
Filename: FallDamageHandler.zip
Author: Joe 'Ironblayde' Farrell
Contact: Via PM at forums.beyondunreal.com -or-
at forums.unrealplayground.com
Release Date: 01 April 2006
Version: 1.0
------------------------------------------------------------


II. Description
------------------------------------------------------------
FallDamageHandler is a simple custom actor used to eliminate
or reduce falling damage for players who land within its
collision region. You could use this, for example, to allow
a player to land safely after being launched a great
distance by a Kicker.

Typically, mappers use a Kicker with no velocity to perform
this function. The FallDamageHandler is a slight improvement
on that approach in that it never changes a player's
velocity except when necessary, allows a small degree of
customization for mappers who want -some- fall damage but
not a ton, and can be triggered on and off.
------------------------------------------------------------


III. Installation
------------------------------------------------------------
To install, simply move the FallDamageHandler.u file into
your UT System directory. (On a typical machine this is
C:\UnrealTournament\System.)

If you wish, you may also move the DM-FallDamageTest.unr
file into your Maps directory. This is a sample map which
demonstrates the use of the FallDamageHandler. Its presence
is not required for the FallDamageHandler to function.
------------------------------------------------------------


IV. Usage
------------------------------------------------------------
1. Load the actor from the Actor Browser. Select File ->
Open Package and open FallDamageHandler.u.

2. Once this is done, you can find the FallDamageHandler in
the Actor Browser under Keypoint.

3. Place a FallDamageHandler in your map at the position
where you want to alter falling damage. Typically the
actor should be placed close to the ground, so the change
in players' velocities is not evident. The following
properties of the actor are relevant:

- FallDamageHandler.MaxFallDamage specifies the maximum
falling damage a player can incur by landing on this
actor. The default value of zero negates falling damage
completely.

- FallDamageHandler.bInitiallyActive determines whether
the actor is active or not when play begins. Whenever
the actor is inactive, it has no effect on fall damage.

- Collision.CollisionHeight and Collision.CollisionRadius
define the actor's area of effect. You can see the area
of effect in UnrealEd by selecting Actors -> Radii View
in the viewport context menu.

- Events.Tag allows you to trigger the actor on and off.
Whenever the event specified here is fired, the actor
changes its state.
------------------------------------------------------------


V. Sample Map
------------------------------------------------------------
The sample map DM-FallDamageTest.unr demonstrates the use of
this actor. It contains four FallDamageHandlers, each with a
different MaxFallDamage setting. Those settings are shown on
the floor for easy reference. There is also a green button
in the center of the floor which toggles the handlers on and
off. The status of the handlers is displayed on the wall.
Finally, there are a number of platforms from which you can
jump onto the handlers to verify that they work correctly.
------------------------------------------------------------


VI. Known Issues
------------------------------------------------------------
Sometimes a player falling onto one of these actors will
take slightly less damage than the maximum. I'm not sure why
this is, but my guess is that it relates to the fact that
the number of times the game world updates per second is
only finite, whereas the math I used to compute the player's
expected impact velocity assumes a continuously accelerating
body. The amount of damage taken is always equal to or less
than the maximum, never greater. I'm not sure how to fix
this, or even whether people will think it needs fixing. But
I'd love to hear any ideas.

Aside from that, I'm pretty sure this actor functions as it
should. I've tested it in both botmatches and online games
and not had any issues except for the one described above,
and that's a minor thing, so I think this is safe to use.
------------------------------------------------------------


VII. Special Thanks
------------------------------------------------------------
Thanks to SabbathCat for testing this out, and bugging me to
finish it in the first place. I hope people find it useful.
------------------------------------------------------------




Téléchargement

http://unrealtournament.99.free.fr/utfi ... andler.zip

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23 Juin 2015, 00:32
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