the "spawnjump bug" is a bug in the original UT
like it says: "spawn jump"; the player automatically jumps when spawning
even if the playerstart is high in the air, the player can still get a spawnjump
i got it partially fixed by doing this:
Code: Select all
function ModifyPlayer(Pawn Other)
{
Other.SetPhysics(PHYS_FALLING);
players should be able to hold walk while spawning, and float in the air (same as when you enter a teleport with walk, and if the destination teleport is high in the air, you will float at its destination)
but because of the PHYS_FALLING, a player cant float in the air anymore
so, are there better ways to fix the "spawnjump bug"?