Scripts / Parachute script ?

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synchromesh
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Posted: 9th Nov 2014 18:58
Now that we have the jetpack and can kind of control fall....would it be possible for anyone to make a parachute script ?
What I mean is as a level or game opens you are gently falling into the area...as if by parachute ?
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cybernescence
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Posted: 9th Nov 2014 22:10
Here you go - doesn't use jet pack, but gently drops you in from a variable height.

-- Drop player in as if by parachute
-- Attach script to an entity - set entity to Static Mode = No, Always Active = Yes and make sure Name = IfUsed field (make these exactly the same - important)
-- Tested with 'Mystery Floor'
-- Vary StartHeight parameter as required

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synchromesh
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Posted: 9th Nov 2014 23:36
Wow Thanks cybernescence
Il check it out ..
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Old Larry
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Posted: 9th Dec 2014 12:18 Edited at: 9th Dec 2014 12:26
I tested with "Player Start Position" that script and work amazing.

Good script @cybernescence !!! Full thanks

Now we just must to find a parachute like the one from "Wolfenstein-Return to the castle" game

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Jerry Tremble
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Posted: 9th Dec 2014 13:48 Edited at: 9th Dec 2014 13:49
Awesome job, cybernescence! I used it in conjunction with DVader's Body Script and it works great(albeit a little jittery on the way down)! Is there anyway to slow down the descent?

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Old Larry
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Posted: 9th Dec 2014 14:19 Edited at: 9th Dec 2014 17:56
And can anybody make this script to start player with weapon and more speed too ?

Because with this script the player start have no weapon and keep the default player speed = 100, too slow when use a large map.

Thanks in advance !

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Jerry Tremble
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Posted: 10th Dec 2014 00:56 Edited at: 10th Dec 2014 00:59
Larry, just attach the script to a non-player entity, then give your player a weapon. (don't use the start marker. cybernescence used the "mystery floor", I used the Acid Barrel)

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Old Larry
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Posted: 11th Dec 2014 09:16 Edited at: 11th Dec 2014 09:17
Great that. I will try to put weapon to a non-player entity, but this don't resolve the next problem: walk speed of player.

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Jerry Tremble
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Posted: 11th Dec 2014 12:15
You can increase or decrease player's speed in the properties panel of the start marker

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Old Larry
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Posted: 11th Dec 2014 17:19
Solved player walking speed, but weapon must be somewhere near player is on the ground.
Any idea how to slow down the descent?

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Old Larry
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Posted: 11th Dec 2014 18:38 Edited at: 11th Dec 2014 18:41
So, take one Player Start Marker + DVader's Body Script + parashutestart.lua from cybernescence and you have now one Paratrooper as player





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smallg
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Posted: 11th Dec 2014 18:43
could adjust gravity settings or something in the start marker too to allow you to fall slower but it will also effect jumping so best not to make it too slow

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Old Larry
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Posted: 11th Dec 2014 18:49
Good idea smallg ! I start to test the gravity for paratrooper now...

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Posted: 12th Dec 2014 01:39
I lowered the fall speed instead. Jump speed is a different setting, so it's not affected. Thanks!

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Jerry Tremble
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Posted: 12th Dec 2014 04:15 Edited at: 12th Dec 2014 04:40
https://www.youtube.com/watch?v=F_valPN2BuQ&feature=youtu.be



Please no comments on the level, this is simply for demonstration purposes. It's nice to slow the descent so you can look around! I didn't look around as much as I wanted, but really there wasn't much to look at, besides my legs!

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Old Larry
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Posted: 12th Dec 2014 10:02 Edited at: 12th Dec 2014 10:06
Nice @Jerry Tremble, how did you put weapon in player's hand ? In my player it doesn't work this.

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Posted: 12th Dec 2014 10:16 Edited at: 12th Dec 2014 10:17
Solved with the weapon - I change with an uzi both on the player start and character body fpe file.

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smallg
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Posted: 12th Dec 2014 19:29
knights with guns... where's dr who when u need him? XD

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Jerry Tremble
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Posted: 12th Dec 2014 21:55
LOL, I tried to give them crossbows, but they would have none of it!

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Old Larry
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Posted: 13th Dec 2014 11:31
One more quest guys: How can I disable the altimeter numbers after player was landing ?
It's very difficult to read other text in game, like "Press E to open door" for example.
Thanks in advance

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Posted: 13th Dec 2014 12:21
That's a good question, Larry. I hadn't even noticed mine wasn't even displaying the player's altitude anymore, but was 0 all the time. The only "Prompt" command I could find was "Prompt(g_Entity[e]['y'])" and it was in DVader's Body Script. I deleted it and mine still displays 0. I don't know!

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Old Larry
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Posted: 13th Dec 2014 15:14 Edited at: 13th Dec 2014 15:17
Jerry Tremble wrote: "That's a good question, Larry. I hadn't even noticed mine wasn't even displaying the player's altitude anymore, but was 0 all the time. The only "Prompt" command I could find was "Prompt(g_Entity[e]['y'])" and it was in DVader's Body Script. I deleted it and mine still displays 0. I don't know!"


Leave intact the original script (rename and use it) and just put before lines to all functions "prompt" from the "body.lua", the "--" signs (without quotas) -- this option will hide all altitude meter.





I renamed the original file as "body2.lua" and for me work very fine without altimeter now

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smallg
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Posted: 13th Dec 2014 15:15
its coming from the body script which i dont have so i cant tell you but search for "Prompt" inside the code and remove the line should fix it

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Old Larry
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Posted: 13th Dec 2014 15:20 Edited at: 13th Dec 2014 16:35
Great, I just write an quote to @Jerry Tremble, and after I've posted, I see the same idea

Cheers smallg

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Posted: 13th Dec 2014 16:36
P.S. Better if it would be some "function EndPrompt", " function PromptToTopScreen", or whatever similar in the global.lua script.

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Duncan Peck
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Posted: 27th Dec 2014 10:58
One thing worth noting back on the topic of this thread... is you can get a parachute effect like I got in the beginning of my competition level, without scripting, if you create a shallow pool of water, you can set the player start position to practically any height and upon falling into the water you won't incur any fall damage! As long as the water is shallow enough then you won't drown.
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