| Home Page | Recent Changes | Preferences

Mod Ideas/ChargingJumpBoots

Mod ideas for UT 2003 – A variable height jump match


This small mutator is really a logical extension to the UT JumpMatch mutator. At the beginning of play every player is given a pair of charging jump boots. The jump boots jump on release of the jump key rather than when it's pressed. This allows them to be charged up for a mega-super-duper jump. The longer the jump key is held down the higher the wearer will jump. The boots will also eliminate falling damage completely.

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. Effort should never be duplicated, only contributed. (lol - what a slogan).


ZxAnPhOrIaN: Could you do that in UT also?

EntropicLqd: I don't see any reason why not. I just don't have the time to do anything interesting at the moment in the evenings. Remember - these pages are simply a dumping ground for ideas - they just happen to be ones that I don't have time to do anything with (from an implementation point of view) at the moment. I'm hoping that will change in the future - we shall see.

DJPaul: Sounds much like the jumping system in JK][, which would be not a bad idea to tie into another mod/mutator, because it's not really big enough on itself. Unless it's a mutator. Presuming I get this DJPaul/TTS thing working/released soon, I think i'll have a look at making this as an UT mutator.

EntropicLqd: Hmmm, not sure I agree with that. The beauty of mutators is that you can stack them up. This means that mutators that are "atomic" (provide only a single function) are preferable. It's easier to get the otherwordly combination of effects you want if a mutator only does one thing.

DJPaul: What's not atomic, EntropicLqd? Basically, in JK][, the longer you hold down the jump key, the higher you jump - which is the description of the mutator.

EntropicLqd: Hee hee - This is slightly different from the JK2 jump in that you jump on release of the jump button rather than while the jump key is down. My comment on atomicity actually applies to your comment above, "which would be not a bad idea to tie into another mod/mutator, because it's not really big enough on itself.". The idea is definately worthy of being its own mutator.

DJPaul: Is "atomicity" a word?

EntropicLqd: I have no idea - but it ought to be. Languages are dynamic things right?

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands


Mapping Topics

Mapping Lessons

UnrealEd Interface


Scripting Topics

Scripting Lessons

Making Mods

Class Tree


Modeling Topics


Log In