Fortress
Posts: 3
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« Reply #1 on: April 24, 2010, 07:58:32 AM » |
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What you're going to want to do, is place your jumpad on the ground where you want it (I'm assuming you know how to access this in the Actor Classes menu) and open its properties. While the ut_jumpad properties window is open, look in the upper left corner of it for a lock-looking symbol. Click it. This should 'lock' the window so that it doesn't change to the properties of another actor when you click it. After locking it, click the pulldown tab for 'utjumpad' and look for something that looks like 'jump target'. Don't fill in anything here yet, but instead click any pathnode on your map (make sure it's reasonably close); your UT jumpad properties should still be open because you locked it, yay! With that handy tool in use we can now go right back down in our properties for the jumpad, find 'jump target', create a new item in the list, and click the little green arrow which pretty much means 'use last path clicked'. That should do it! If your jump target pathnode is in the AIR you're going to get an error saying that your jumpad isn't on a base or something upon building your paths. So you can't really make a jumpad going straight up, but the cool part about them is that they direct you to a target that you tell it to (which is why we locked it, clicked a pathnode, and filled in the 'target' area).
Hope that helped a little!!
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