Parachuting from a plane??
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smartaiguy
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Parachuting from a plane??
I'm going to decompile the first sh level and look at the script to see how you would parachute the player out of the plane like the first Spearhead level. I'm thinking a camera scene where you control the cameras angle and pitch, just not where it goes. Anyone have ideas?
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Look up in the sky! Its a bird its a plane, oh wait its a bird.
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Look up in the sky! Its a bird its a plane, oh wait its a bird.
Re: Parachuting from a plane??
smartaiguy wrote:I'm going to decompile the first sh level and look at the script to see how you would parachute the player out of the plane like the first Spearhead level. I'm thinking a camera scene where you control the cameras angle and pitch, just not where it goes. Anyone have ideas?
parachute:
level.player_chute = spawn static/parachute "classname" "scriptmodel" "origin" $player.origin
level.player_chute notsolid
level.player_chute hide
spawn script_origin targetname "player_parachute_spot"
spawn script_origin targetname "hitme_parachute"
$playerspot_plane notsolid
$player_parachute_spot notsolid
local.temp = $playerspot_plane.origin
local.temp[2] += 5
local.temp2 = $hitme.origin
local.temp2[2] += 5
$player_parachute_spot origin local.temp
$hitme_parachute origin local.temp2
$player_parachute_spot angles "0 90 0"
level.player_chute glue $player_parachute_spot
$player_parachute_spot time 9.5 // Amount of time in seconds to complete the fall.
$player_parachute_spot moveto $hitme_parachute
$player_parachute_spot move
wait 4
level.player_chute delete
$hitme_parachute delete
$player_parachute_spot delete
End
Have fun!!
Regards:
<TWZ>WarTech
you dont need to decompile anything to see it's script, that jsut gives a rough idea of where the brushes go. which is useless to you.
the script file is in the pk3's called t1l1.scr and you may need to search around for it.
the script file is in the pk3's called t1l1.scr and you may need to search around for it.
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What I just posted are the ones he needs from T1L1. Now all he has to do is figure out how to tie them to the playerslizardkid wrote:you dont need to decompile anything to see it's script, that jsut gives a rough idea of where the brushes go. which is useless to you.
the script file is in the pk3's called t1l1.scr and you may need to search around for it.