Page 1 of 1

Map movement speed

Posted: Sun Apr 16, 2017 2:58 pm
by XaNKoNII
Hello guys, i´m currently making a DM map and was wondering if it was possible to alter the movement speed. Like in a way everyone runs faster, not messing with the time (slomo) ? or is this something hard to make?

Thanks

Re: Map movement speed

Posted: Sun Apr 16, 2017 3:14 pm
by Barbie
I recommend using Pickups to give faster movement to players for a limited time. Using Pickups enables the chance for admins to adjust your map.
There is a package for UT99 named "Adrenaline.u" that contains such a pickup.
U4Injector.png
U4Injector.png (1.62 KiB) Viewed 933 times

Re: Map movement speed

Posted: Sun Apr 16, 2017 6:57 pm
by XaNKoNII
Well i was aiming at using only what comes with unreal....
Do you think this package is something that will affect this map going online in servers?

Re: Map movement speed

Posted: Sun Apr 16, 2017 7:22 pm
by Red_Fist
I think the reason is that speed is delegated to the game rules side. so even if you build it into a map the sever will still revert it back. I think.

So rather than being forced to make a new gametype, -code, it would be better to use an actor.
Possibly if you can edit that actor to be right at the player starts and make it so the speed time never runs out , might work.
But you would probably have to make a new actor for that actor so the speed time stays for faster play. Probably an easy edit

If you made a new actor it could be put in MyLevel, so there isn't any new file for a server to have or use, it just loads that map.

Re: Map movement speed

Posted: Mon Apr 17, 2017 1:25 am
by XaNKoNII
Well it certainly is an idea. But i feel its too much trouble for something that all i wanted was to restrain the movement speed, It´s just better to make the map adaptable to diferent speeds then.
Thank you for your replies guys :)

Re: Map movement speed

Posted: Mon Apr 17, 2017 2:07 am
by ExpEM
This could be done with an embedded mutator.
I've already mentioned how to force mutators at run time in this post: viewtopic.php?f=5&t=12152
All you would need in the mutator is something like...

Code: Select all

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	if ( Other.bIsPawn && Pawn(Other).bIsPlayer )
	{
		Pawn(Other).GroundSpeed = NewSpeed;
		Pawn(Other).WaterSpeed = NewSpeed;
		Pawn(Other).AirSpeed = NewSpeed;
		Pawn(Other).AccelRate = NewSpeed;
	}

	bSuperRelevant = 0;
	return true;
}
Hope this helps.

Re: Map movement speed

Posted: Mon Apr 17, 2017 10:36 am
by XaNKoNII
Thank you so much for your help.
I Have checked the link you provided, but at somepoint you mention this :"EDIT:
Class 3 May require some Authority NetCode to use online, that however is beyond my ability to code.
" So my understanding is that what I want is completely possible to make BUT in return it might create some conflict with servers or be completely ignored?
If that's the case it is not worth the time or the trouble, but this is definitely something I will use in my singleplayer campaign project for sure :)