Is It Possible

Discussion in 'Spearhead' started by Nami, Jul 6, 2012.

  1. Nami Sergeant

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    Specialties:
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    Graphics:
    hi all ,

    i have the cabel , ramps etc ready , but i was wondering if a local player could slide from it by changing the mike_torso file.

    if so is there anyone that could help me out here , cause i have no clue were to beging in the torso file lol.

    [IMG]
    sleezy and DopeDog like this.
  2. LordThyne Lance Corporal

    Contributions:
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    Specialties:
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    Processing:
    I thing this is more what you wanted Nami :p
    This script is written for mohdm7 so if you want to test it, use that map. It puts the thing on the mosque roof.
    I obviously haven't edited the torso file, mainly because I'm incompetent and don't know what I'm doing :p
    But if you just want to have someone using the zip wire with the running motion, you're welcome to change the coords for this :)

    Hope it helps, map looks cool. Let me know if you use it so I can download the map and see it :)

    thread Test1
    thread z_nodes.
    thread models

    models:
    local.staticz = spawn script_model
    local.staticz model "static/wirerailholder.tik"
    local.staticz.origin = ( -2250 2751 390 )
    local.staticz.angles = ( 0 90 0 )
    local.staticz notsolid
    local.staticz ghost
    local.staticz.scale = 3

    local.beamz = spawn func_beam "targetname" "whatever"
    local.beamz.origin = ( -2250 2751 540 )
    local.beamz endpoint ( -1225 2609 82 )
    local.beamz color ( 1 0 0 )
    local.beamz scale 1
    local.beamz activate
    local.beamz numsegments 1

    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2567 2745 276 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1

    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2567 2745 324 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1

    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2615 2745 276 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1

    end

    Test1:

    local.z1 = spawn trigger_use
    local.z1.origin = ( -2250 2751 490 )
    local.z1 setsize ( -50 -50 -2 ) ( 50 50 10 )
    local.z1 waittill trigger
    local.z1 setthread Test2
    local.z1 nottriggerable
    wait 10
    local.z1 triggerable
    end


    //------------>

    Test2:

    local.I1 = parm.other
    local.p = spawn script_model
    local.p model "vehicles/c47fly.tik"
    local.p.origin = $z1.origin
    local.p.angles = ( 0 12 0)
    local.p notsolid
    local.p scale 0.005
    local.p_spot1 = spawn script_origin
    local.p_spot1.origin = local.p.origin
    local.p_spot1 bind local.p
    local.I1 glue local.p_spot1
    local.I1 physics_off
    wait .1
    local.p flypath $z1 1000 800
    thread gogogo local.I1
    local.p waitmove
    local.p remove
    end

    gogogo local.I1:
    wait 1.5
    local.I1 physics_on
    local.I1 unglue local.p_spot1
    end

    z_nodes:

    spawn script_object "targetname" "z1" "classname" "info_splinepath"
    $z1.origin = ( -2150 2751 380 )

    spawn script_object "targetname" "z2" "classname" "info_splinepath"
    $z2.origin = ( -1740 2675 110 )

    spawn script_object "targetname" "z3" "classname" "info_splinepath"
    $z3.origin = ( -1400 2609 -52 )


    $z1.target = $z2
    $z2.target = $z3

    end
  3. LeBabouin Papio anubis

    Contributions:
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    Processing:
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    PREMIUM
    I Donated
    Nami, have you got some custom animations ? On your screenshot, how did you get that guy with arms raised ?
  4. Nami Sergeant

    Contributions:
    55
    Specialties:
    Modeler, Scripting, Textures
    Graphics:
    hey lebabouin , this is a SShot from the closet earia , where you change skins , when you waith long enough you see the soldiers

    do work outs , and one does the pull ups , thats when a took the SS , so if the local player can raise his arms to do a pull up , he also

    can grab the line to slide down , that was the idea , so if he does do pull ups , that means it must be already in the torso file.

    but that kind of scripting is a bit over my head.
    LeBabouin likes this.
  5. Nami Sergeant

    Contributions:
    55
    Specialties:
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    Graphics:
    tried it lordthyne , like i said befor , it doesnt work , added it in the algiers map , and i get zapped to an other place were i get stucked in the floor
  6. LordThyne Lance Corporal

    Contributions:
    4
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Merda, I've put a dot for some reason.. try this.

    Code:
    thread Test1
    thread z_nodes
    thread models
     
    models:
    local.staticz = spawn script_model
    local.staticz model "static/wirerailholder.tik"
    local.staticz.origin = ( -2250 2751 390 )
    local.staticz.angles = ( 0 90 0 )
    local.staticz notsolid
    local.staticz ghost
    local.staticz.scale = 3
     
    local.beamz = spawn func_beam "targetname" "whatever"
    local.beamz.origin = ( -2250 2751 540 )
    local.beamz endpoint ( -1225 2609 82 )
    local.beamz color ( 1 0 0 )
    local.beamz scale 1
    local.beamz activate
    local.beamz numsegments 1
     
    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2567 2745 276 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1
     
    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2567 2745 324 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1
     
    local.staticz = spawn script_model
    local.staticz model "static/indycrate.tik"
    local.staticz.origin = ( -2615 2745 276 )
    local.staticz.angles = ( 0 0 0 )
    local.staticz solid
    local.staticz.scale = 1
     
    end
     
    Test1:
     
    local.z1 = spawn trigger_use
    local.z1.origin = ( -2250 2751 490 )
    local.z1 setsize ( -50 -50 -2 ) ( 50 50 10 )
    local.z1 waittill trigger
    local.z1 setthread Test2
    local.z1 nottriggerable
    wait 10
    local.z1 triggerable
    end
     
     
    //------------>
     
    Test2:
     
    local.I1 = parm.other
    local.p = spawn script_model
    local.p model "vehicles/c47fly.tik"
    local.p.origin = $z1.origin
    local.p.angles = ( 0 12 0)
    local.p notsolid
    local.p scale 0.005
    local.p_spot1 = spawn script_origin
    local.p_spot1.origin = local.p.origin
    local.p_spot1 bind local.p
    local.I1 glue local.p_spot1
    local.I1 physics_off
    wait .1
    local.p flypath $z1 1000 800
    thread gogogo local.I1
    local.p waitmove
    local.p remove
    end
     
    gogogo local.I1:
    wait 1.5
    local.I1 physics_on
    local.I1 unglue local.p_spot1
    end
     
    z_nodes:
     
    spawn script_object "targetname" "z1" "classname" "info_splinepath"
    $z1.origin = ( -2150 2751 380 )
     
    spawn script_object "targetname" "z2" "classname" "info_splinepath"
    $z2.origin = ( -1740 2675 110 )
     
    spawn script_object "targetname" "z3" "classname" "info_splinepath"
    $z3.origin = ( -1400 2609 -52 )
     
     
    $z1.target = $z2
    $z2.target = $z3
     
    end  
  7. Nami Sergeant

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    Specialties:
    Modeler, Scripting, Textures
    Graphics:
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    ok this is my Algiers , and the console is giving an error in one of the node paths.

    Attached Files:

  8. LordThyne Lance Corporal

    Contributions:
    4
    Specialties:
    Scripting, Pure Gamer
    Processing:
    Edited.

    Attached Files:

  9. green54321 Corporal

    Contributions:
    61
    Specialties:
    Support
    Processing:
    Graphics:
    u have in script thread z_nodes. it must be z_nodes

    without dot (.)

    and in ur pk3, mohdm7.scr must be in dm folder.


    [IMG]
    ns it work when fix it :D
  10. LordThyne Lance Corporal

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    Specialties:
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    Processing:
    Wasn't sure about that lol
    If your dm7 is in the normal place then yes, it needs to be in dm :p

    Zip wires are fun!
  11. LeBabouin Papio anubis

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    PREMIUM
    I Donated
    Nice. I start to sweat when it comes to torso file, but I remember reading here that AI animations could not be applied on players. Let's hope someone who knows will step into your thread to confirm or rather to contradict. Very nice idea anyway!
    zlatko and Nami like this.
  12. -----DASH----- Corporal

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    11
    Specialties:
    Scripting
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    Graphics:
    Quite unlikely with thread name 'Is It Possible'... Nami next time give your thread a more descriptive name so people know what the contents are, helps them filtering for interesting topics :)
    But I have to agree, this is a very cool idea!

    Too bad I can't help, but maybe the maker of this mod can:

    Attached Files:

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