Call of Duty 4: Jumppads: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (→Scripting GSC) |
||
Line 89: | Line 89: | ||
main() | main() | ||
{ | { | ||
maps\mp\_load::main(); | |||
game["allies"] = "sas"; | |||
game["axis"] = "russian"; | |||
game["attackers"] = "axis"; | |||
game["defenders"] = "allies"; | |||
game["allies_soldiertype"] = "woodland"; | |||
game["axis_soldiertype"] = "woodland"; | |||
setdvar( "r_specularcolorscale", "1" ); | setdvar( "r_specularcolorscale", "1" ); | ||
thread jumper(); | |||
} | } | ||
jumper() | jumper() | ||
{ | { | ||
jumpx = getent ("jump","targetname"); | |||
glow = getent ("glow","targetname"); | |||
air1 = getent ("air1","targetname"); | |||
air2 = getent ("air2","targetname"); | |||
air3 = getent ("air3","targetname"); | |||
air4 = getent ("air4","targetname"); | |||
level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" ); | |||
maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90)); | |||
time = 1; | time = 1; | ||
for(;;) | |||
{ | |||
jumpx waittill ("trigger",user); | |||
if (user istouching(jumpx)) | |||
{ | |||
//throw = user.origin + (100, 100, 0); | |||
air = spawn ("script_model",(0,0,0)); | |||
air.origin = user.origin; | |||
air.angles = user.angles; | |||
user linkto (air); | |||
air moveto (air1.origin, time); | |||
wait 1; | |||
air moveto (air2.origin, time); | |||
wait .5; | |||
air moveto (air3.origin, time); | |||
wait .5; | |||
air moveto (air4.origin, time); | |||
wait 1; | |||
user unlink(); | |||
wait 1; | |||
} | |||
} | } | ||
}</pre> | }</pre> | ||
Latest revision as of 23:30, 22 February 2012
This tutorial assumes that you already know how to create, compile & create GSCs,CSVs & FastFiles for your maps
Marshall2006 show you how to make 'Quake III style' jump pads
Create your landing zone
Create the trigger
- Texture it with Trigger. Filter settings: Usage > Tools
- Right click your brush, Trigger > Multiple
- Press the N key twice and enter the following Values:
Key: targetname Value: jump
Origins
- Rightclick, script > origin
- Place it where you want to jump from.
- Make sure it's 4 units off the ground. (effect purposes)
- Give it the following Values:
Key: targetname Value: glow
- Copy and Paste the origin 4 times.
- Place them like below:
Start adding Values to each origin, starting from the closest to the ..
.. parent origin, moving to the furthest.
Pasted Origin #1
Key: targetname Value: air1 Key: target Value: air2
Pasted Origin #2
Key: targetname Value: air2 Key: target Value: air3
Pasted Origin #3
Key: targetname Value: air3 Key: target Value: air4
Pasted Origin #4
Key: targetname Value: air4
The origins with the values of, for example air1, represent the flight path.
The more you add, the smoother the flight is.
Keep note of the height difference between the jumpad and the landing.
Scripting GSC
Copy the following into your .GSC file:
main() { maps\mp\_load::main(); game["allies"] = "sas"; game["axis"] = "russian"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "woodland"; game["axis_soldiertype"] = "woodland"; setdvar( "r_specularcolorscale", "1" ); thread jumper(); } jumper() { jumpx = getent ("jump","targetname"); glow = getent ("glow","targetname"); air1 = getent ("air1","targetname"); air2 = getent ("air2","targetname"); air3 = getent ("air3","targetname"); air4 = getent ("air4","targetname"); level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" ); maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90)); time = 1; for(;;) { jumpx waittill ("trigger",user); if (user istouching(jumpx)) { //throw = user.origin + (100, 100, 0); air = spawn ("script_model",(0,0,0)); air.origin = user.origin; air.angles = user.angles; user linkto (air); air moveto (air1.origin, time); wait 1; air moveto (air2.origin, time); wait .5; air moveto (air3.origin, time); wait .5; air moveto (air4.origin, time); wait 1; user unlink(); wait 1; } } }
Here's the finishing product: