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.
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
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
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 :/