decreasing gravity in udk? - unreal-development-kit

I am trying to create a mod in udk by adding jetpacks, so I need the players to jump very high, I can't figure out how to do this in unreal script. Can someone explain how to do this or point me to a good tutorial. thanks

If you're just trying to change the jump height I would recommend changing the Pawn's JumpZ instead of changing the gravity on the whole map. Vehicles floating off may be fun for a moment, but it can mess up gameplay. If you change JumpZ you might also want to change the fall damage, so you don't die just from jumping.

You can start by taking a look at the code for the low gravity mutator that is present in Unreal Tournament 2004.

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Pathfinding in isometric game with autotiles: How to modify NavigationMesh

Im generating a map proceduraly with isometric autotiles. Each tile has its navigation poligon defined in the Tilemap editor. The Navigationmesh is working fine. The thing is that the map I generate is bigger than the actually playable area. I dont want the human player to see the borders of the map, the "black background". So I'm limiting the camera view movement. Therefore, the navigationmesh goes outside of the playable area, like in this image:
I'm using pathfinding to move the player character. Since the map is generated proceduraly, sometimes it generates a map where the path to a point goes outside the playable area an then comes back in order to reach its destination. Like this:
A player in O would go outside the playable are to reach X. In X could be a point of interest, so if this kind of map is generated, I would simply regenerate it until i get a feasible one.
I'm using GODOT 3.51.
I have think about:
Carving a hole in the navigation mesh on the borders of the playable area using clip_polygons(). BUT since im using autotile navigation, it is very hard to get the navigationpoligoninstance. I have tried this but failed miserably.
-Adding NavigationObstacles on the borders: Hadn't tried this, but as far as i understand from my research, this will not avoid the agent to generate the path to the destination.
My idea is to achieve that no path goes out of the playable area and then check is the map is feasible by checking if all points of interest (randomly spawned) are reacheable. This is done by cheking the last point of every path to interest points from the starting point an seeing if it is equal to the point of interest position.
I hope this is understandable. Sometimes I dont understand myself.
What comes to mind is to use two versions of the tiles. One that is not passable which will be used to generate the areas that the players should not be able to reach. And the regular one used for the playable area.

GTMSessionUploader +load take too much time

iOS GoogleSignInDependencies.framework involve the GTMSessionUploadFetcher, but the [GTMSessionUploadFetcher load] in launch phase take too much time, in my case is 95ms(see the pic belowenter image description here).
So, I wish Google Sign Team can remove the +load method or optimize the method, Thanks in advance.

Procedural Road Generation, Unity

Im developing 2d isometric game. You driving car on city, thats all.
The issue is generating random maps with connected roads.
I would like to write script - i think i will be able to - but i cant find an idea for alghoritm itself.
Lets say i have 100x100 map, and i would like to build boolean table 1 is road 0 is not road.
As far i have solution that is drawing random number of lines (4-8 for ex) in horizontal and same vertical. But this road map is straight.
Can u share some ideas? Any will help
the question is too broad for a simple answer. theres plenty of ways in various degrees of complexity.
but as tip, consider the problem from a different perspective. sure in the end you want roads, but why are the roads there in the first place?
in your case its a city. a city consists of city blocks wich usually are rectangular. so one way would be to find a way to fill the map with rectangular shapes and consider the edges roads (or only some).
or you could look into triangulation algorithms and triangulate your map with a bunch of random points. then combine some triangles and use those edges as roads.
or even only use a random walk set up so it doesnt turn around completely.
or ...
... seriously though, the options and possible solutions are manifold and dependent on your skill level (as well as how you want to look your city in the end).
dont search for your specific problem, try to adapt some other algorithm for your need. theres plenty of tutorials on random dungeon generation for roguelike games.
also in the end there probably wont be a single generation algorithm giving you the best result, but a combination of many.

how to set google map bounds to show all of earth

Does anyone know how to set the bounds such that the map will show all of earth without duplicating continents? I've been beating my head against the wall trying to figure this out. Thank....
Hmmm, several people were asking about this (e.g. here and here) but I've never seen an answer. There are 2 subproblems which are both unsolved:
how to limit panning to some area
how to disable "repeating" the earth
You are probably concerned more by the second point. But I don't think this is reasonable to do. Imagine you live somewhere at the longitude 180 :-) - say you are at E179.99 then for panning few meters to east (or left) you would have to pan to the west through the whole world :-) The earth is round so I see it as a clear reason why google made it so...

Random point on VideoDisplay isn't accurate enough

For a schoolassigment me and some buddies of mine are creating an application that is showing many similarities with the C-Mon & Kypski musicvideo on www.oneframeoffame.com. The application is being developed in Flex.
We want to get a random point of a clip, let it pause so a user can mimic the pose and make a snapshot out of it.
What i managed to do is get a random point of the movie. I did this by getting a random value between 0 and de total duration of the movie.
But what i didn't managed to do is let the screen pause on every 24st of a frame. As the movie concist out of 24FPS. It looks like the the random value of the movie that is being requested is being rounded by the movie itself. As example: There appears to be no difference between the frames requested at 2.40 or 2.41.
It appears it got something to do with keyframing i've read on the Adobe® Flex™ 3.5 Language Reference. The movie is a FLV file and i use the VideoDisplay object to display the movie.
Does someone is familiar with this or knows a solution to my problem?
Thanks in advance
I haven't used the VideoDisplay object myself, but from what you've mentioned, there may be two solutions.
Add more keyframes when you encode your video. This will make it larger, but will allow you to seek more accurately.
Seek to the previous keyframe, and allow the video to play until it reaches your desired location.

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