Legacy:UnWheel/ModBigAirTimed - Unreal Wiki

# Legacy:UnWheel/ModBigAirTimed

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< Legacy:UnWheel

UnWheel Big Air Timed is a modification to UnWheel. It has been written by Ondra Hosek, AKA Ravu al Hemio.

## Introduction

The mod adds a new gametype in the gametype list, "UnWheel Big Air (T)". The principle of the game is equal to the one of the original Big Air, but instead of accumulating Daredevil-based stunt points, the player must stay in the air as long as possible. For each second spent in air during a stunt, the player receives a point. The first player to hit the set GoalScore wins the game.

UnWheel Big Air Timed is played on traditional Big Air maps.

## Settings

### Server-side

You may set up the server-side settings while configuring a server under "Game Rules".

For advanced server admins and power users, this is the list of the variables:

#### Class UWGameBigAirTimed

Variable name | Type | Description
AirVelocityThreshold | float | Minimum velocity (in Unreal units) the vehicle must have to receive points for a stunt.
MinAirTimeToCountAsStunt | float | Minimum time (in seconds) the vehicle must spend in the air during a stunt to receive points.
WheelsUpToStartTimer | int | Number of wheels that must be in the air during a stunt to start the air timer.
bConstantlyUpdateAirTime | bool | If set to True, the air time is updated every frame while in the air. If set to False, the air time is only updated after the car lands.

### Client-side

You can set up the client-side variables through the HUD settings menu for this game type. The client-side variables configure the special effects played when a stunt is made. Note that the special effects are only played in single player mode and demos.

The list for the power users:

#### Class UWAirTimerSV

Variable name | Type | Description
bSomeCoolFX | bool | Activates or deactivates the special effects.
FXRotSpeed | int | Speed (in Unreal units per frame) with which the camera should rotate around the car during a stunt.
FXFOV | float | Field of view (zooming factor) of the camera during a stunt. The original FoV is restored when the car lands.
FXStartThreshold | float | Time (in seconds) after which the special effects will start after a stunt was detected.
FXSlowMoSpeed | float | Slow motion factor of the game during special effects. (1.0 is normal game speed, 0.5 is half, 2.0 is double)
FXMotionBlur | bool | Activates or deactivates the Motion Blur camera filter during a stunt.
FXMBlurAlpha | float | Strength of the motion blur effect.

## FAQ

All right, nice mod. Where can I get it?

Download the latest version in the forum thread.

Why did you do all this?

I wasn't very happy when UnWheel EC switched from air timing to stunt points; the stunt points seem to be distributed quite unfairly. So, I decided to make an alternative which returned to the concept of air timing, and, as versions went by, new ideas accumulated and were integrated into the gameplay.

## More Information

For more information, visit the forum thread or contact the author through the means of communication listed on his wiki profile page.

## Discussion

Please only discuss the article here. To discuss the modification, visit the forum thread using the link in the "More Information" section.

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