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making a slide

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Created 11 years ago
by Deleted User
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i want to have a slide in my map and sure how to go about it. i have the slide made but the player doesn't well slide
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i want to have a slide in my map and sure how to go about it. i have the slide made but the player doesn't well slide
try setting the texture surface type to ice
Marked as best answer by Deleted User 7 months ago
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try setting the texture surface type to ice

doing this has a lot of problems since the player could easily get stuck and no longer be able to move
the best way to do this would be by creating a script_model and then linking the player to the model and then having the model move along a vehicle path and then unlink the player at the bottom of the slide
heres an example
in your mapname.gsc under zombiemode::main call put this
Code Snippet
Plaintext
      thread   slide();
and then at the bottom of your file put this
Code Snippet
Plaintext
slide()
{
         players = get_players();
         for(i = 0; i < players.size; i++)
         {
                  players[i] thread createSlide();
         }
}

createSlide()
{
         slideTrig =  getEnt("slideTrig","targetname");
         slidePath = getVehiclePath("slideStartNode","targetname");
          while(1)
           {
                  if(self isTouching(slideTrig))
                  {
                           tag = spawn("script_model",self.origin);
                           tag setModel("tag_origin");
                           self linkTo(tag);
                           tag startPath(slidePath);
                           tag waittill("reached_end_node");
                           self unLink();
                           tag delete();
                  }
            }
}
you can learn how to create a vehicle path from this tut
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_SP_-_Vehicle_Implementation

open up your _laststand.gsc and find the method
Code Snippet
Plaintext
PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
and before this in the same method
Code Snippet
Plaintext
if( sMeansOfDeath == "MOD_CRUSH" )
add this
Code Snippet
Plaintext
self unlink();

and you will need to create a trigger_multiple at the top of your slide and give it the kvp "slideTrig","targetname"

i wrote this in the browser so theres a chance something is written wrong so just let me know if it doesnt work :)
Last Edit: July 15, 2015, 02:17:18 am by buttkicker845
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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just as a prewarning, if your killed while "linked to" a model, itll crash the game

youd need to make sure it unlinks in last stand before continuing with the rest of the last stand functionality

This was what caused the crash on my PHD
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just as a prewarning, if your killed while "linked to" a model, itll crash the game

youd need to make sure it unlinks in last stand before continuing with the rest of the last stand functionality

This was what caused the crash on my PHD

ohh i didnt know that, i wonder why it does that? ok ill edit my post to include that for him

is it when the players is killed or when the player is downed that the game will end?
Last Edit: July 14, 2015, 11:58:41 pm by buttkicker845
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on downed or death, ( actually death is another, as the ent will be left over, will need to clean that up too )

something it does when you go into last stand cant be done to a "ent that is linked" - i forget what exatly
Last Edit: July 15, 2015, 12:05:57 am by Harry Bo21
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on downed or death, ( actually death is another, as the ent will be left over, will need to clean that up too )

something it does when you go into last stand cant be done to a "ent that is linked" - i forget what exatly

I know what it is, their is a function in last stand that acts like a protection or a barrier. When a character goes into last stand they are falling to the ground, during this they need to clench their butt cheeks to lessen the pain, the characters are 3D models, which means they bruise a lot easier then humans, so treyarch added a butt cheek clench function to prevent the models from being damaged and causing another players to escape from the crack in the model (I.E. the 8 player tranzit glitch, to cause the glitch you where basically breaking the character models so other character models of the players could escape from the original broken characters). So if you try going into last stand while linked to an entity it prevents the butt cheek clench function from being activated in the last stand script, because since your character (inlcuding his butt cheeks) are linked, if they try to go into last stand it could rip the entire character model in half causing a black hole to spawn, destroying the space time continuum, thats why the game crashes, is to prevent this from happening. Their ya go, the more you know! I am so bored 
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I know what it is, their is a function in last stand that acts like a protection or a barrier. When a character goes into last stand they are falling to the ground, during this they need to clench their butt cheeks to lessen the pain, the characters are 3D models, which means they bruise a lot easier then humans, so treyarch added a butt cheek clench function to prevent the models from being damaged and causing another players to escape from the crack in the model (I.E. the 8 player tranzit glitch, to cause the glitch you where basically breaking the character models so other character models of the players could escape from the original broken characters). So if you try going into last stand while linked to an entity it prevents the butt cheek clench function from being activated in the last stand script, because since your character (inlcuding his butt cheeks) are linked, if they try to go into last stand it could rip the entire character model in half causing a black hole to spawn, destroying the space time continuum, thats why the game crashes, is to prevent this from happening. Their ya go, the more you know! I am so bored
:D :D

Yup ^^^
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I know what it is, their is a function in last stand that acts like a protection or a barrier. When a character goes into last stand they are falling to the ground, during this they need to clench their butt cheeks to lessen the pain, the characters are 3D models, which means they bruise a lot easier then humans, so treyarch added a butt cheek clench function to prevent the models from being damaged and causing another players to escape from the crack in the model (I.E. the 8 player tranzit glitch, to cause the glitch you where basically breaking the character models so other character models of the players could escape from the original broken characters). So if you try going into last stand while linked to an entity it prevents the butt cheek clench function from being activated in the last stand script, because since your character (inlcuding his butt cheeks) are linked, if they try to go into last stand it could rip the entire character model in half causing a black hole to spawn, destroying the space time continuum, thats why the game crashes, is to prevent this from happening. Their ya go, the more you know! I am so bored

 best thing ive heard all day  :D

on downed or death, ( actually death is another, as the ent will be left over, will need to clean that up too )

something it does when you go into last stand cant be done to a "ent that is linked" - i forget what exatly

well if the player is unlinked at the beginning of PlayerLastStand() it keeps the game from crashing so ill inform him to change that in my previous post
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yea, i did that for solo last stand but forgot to do it for multiplayer last stand - got fed up with messing around on it so just removed it

Remember to delete the thing is linked to, not just unlink or youll hit gspawn eventually ;)
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fair point  ;) but it should still delete itself since the model will delete itself after it reaches the end of its path, so even if you go down it should continue to the end of its path and delete itself
Last Edit: July 15, 2015, 03:24:23 am by buttkicker845
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never thought of that coz i did

self endon( "player_downed" );

so killed the thread before completion

So yeah should be fine your way - prob better that way too
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doing this has a lot of problems since the player could easily get stuck and no longer be able to move
the best way to do this would be by creating a script_model and then linking the player to the model and then having the model move along a vehicle path and then unlink the player at the bottom of the slide
heres an example
in your mapname.gsc under zombiemode::main call put this


it works fine for what i needed it to do and i've ran the slide about 30 times trying different things and it works. the ice way that is, and i also set it to NoFriction. The slide will probably only be used to spawn in not sure if i want to have a teleporter yet.

 
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