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.
I thing this is more what you wanted Nami 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 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
Nami, have you got some custom animations ? On your screenshot, how did you get that guy with arms raised ?
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.
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
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
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ok this is my Algiers , and the console is giving an error in one of the node paths.
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. ns it work when fix it
Wasn't sure about that lol If your dm7 is in the normal place then yes, it needs to be in dm Zip wires are fun!
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!
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: