Torso State , For Sliding Down A Cable?

Discussion in 'Spearhead' started by Nami, Aug 9, 2012.

  1. Nami Sergeant

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    ok someone told me to give my topic a more discribeble name. ( dash / BSE clan :)) )
    so here is the idea i have.



    hi all ,
    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.

    Attached Files:

  2. Elgan Captain

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    step 1:

    Create a spline path a long the rope.

    2.
    Create a script object and bind a player to it, and make it follow the spline path.

    3. create a state like this in the torso , legs file

    state ROPESLIDE
    {


    }

    when they join the rope do forcetorsostate and forcelegsstate ROPESLIDE

    Then when they get off, use local.player resetstate
    green54321 likes this.
  3. Nami Sergeant

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    thx elgan , but thats all chinese to m lol.
  4. green54321 Corporal

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    Elgan u are very good:) i try do this what u say but have problem with torsostate it not work, (i edited mod from Nami.) Maybe this thread moves :D

    Attached Files:

    zlatko and Nami like this.
  5. green54321 Corporal

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    little edit and this would see:
    Code:
    main:
    
    // set scoreboard messages
    setcvar "g_obj_alliedtext1"  "-[ Algiers ]-" 
    setcvar "g_obj_alliedtext2"  ""
    setcvar "g_obj_alliedtext3" "============="
    setcvar "g_obj_axistext1"   ""
    setcvar "g_obj_axistext2"      ""
    setcvar "g_obj_axistext3"   "=============" 
    
    
    setcvar "g_scoreboardpic" "mohdm7"
    
    level waittill prespawn
    exec global/DMprecache.scr
    exec global/door_locked.scr::lock
    level.script = maps/dm/mohdm7.scr
    exec global/ambient.scr mohdm7
    level waittill spawn
    $world farclipoverride -1
    //-----------------------------------------------------------------------------
    
    
    thread Test1
    thread z_nodes
    thread models
    
    end
    
    
    
    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.player = 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 0.05    //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.player glue local.p_spot1
    
    local.player forcetorsostate ROPESLIDE
    local.player forcelegsstate ROPESLIDE
    
    local.player physics_off
    wait .1
    local.p flypath $z1 1000 800
    thread gogogo local.player
    local.p waitmove
    local.p remove
    
    end
     
    gogogo local.player:
    wait 1.5
    local.player physics_on
    local.player unglue local.p_spot1
    local.player resetstate
    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
     
    
    We just need create ROPESLIDE, i trying make it but not work :/
  6. zlatko Staff Sergeant

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    good job work fine !!!:D

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