Air Dodge
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Taz
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Ah well if it is THAT easy, then even someone who never did any UScript should be able to do itXavious wrote:and not very hard to script...just involves unblocking the dodge command while in the air.
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Hmm... that reminds me of a little chat we had over the UTF GUI....Xavious wrote:well, i still cant do it. but i have a basic knowledge of how unreal works, enough to see how long it would take to do something.
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Yea quite more complicated... first you have to check the screen resolution and calculate how much everything uses up on the screen, then lay it out in a fashion that the screen can contain without drawing it outside of its visible borders, next trick, there ARE no clickable textures (or mouse support) for old style menues, so mouse support for old style menues was written by myself, interception input events and delegating them to the menus... "mouseover" and similar events were artificially created by me... if you click you have to check if you actually HIT a "clickable" texture yourself, don't expect the engine to take care of it lol, and then all the stuff you have todo after you DO actually hit a button... I could post some sourcecode, but would only wind up getting lots of "your post is too long errors"... 
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Smartball could, his EDM console uses them but that's another long story. My primary goal was reusable code which would work across as many engines as possible (including UT) which I doubt works with the already quite 224/226 incompatible UWindow classes.
Besides, taking "base code" from UGold is never an option - base code must be "ground level" enough to function everywhere without further prerequisites (like having Gold).
Besides, taking "base code" from UGold is never an option - base code must be "ground level" enough to function everywhere without further prerequisites (like having Gold).
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Bah this thread is getting off topic and I'm partly responsible for it - however - point being: you can't just hope to "unblock" dodge in mid-air in order to enable something like air-dodge. And it wouldn't work as mutator either... I suspect you need modified playerclasses which in turn require a game-type etc etc etc.... so, if you are really interested in this, I propose you get a copy of the experimental "Upro" mod (I believe Psitrix made it) and study it. It does enable ut2k3/4 style double jumps, so I be guessing air-dodge could be achieved somehow using that technique.
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