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Better Kick and Walking

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Created 8 years ago
by arceus
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Hello, today im releaseing the better kick and walking script i have recently made.

The Viewmodel will rotate dependent on the direction you are moving and when you shoot you get a randomized kick that will move your weapon slightly.

Adding the script:
--------------------------------------------------------------

First create a new GSC and add the following script into the file:
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
level.kickbackmax = .4;
level.kickbackmin = .2;
level.kicksidemax = .3;
level.kicksidemin = .1;

players = GetPlayers();
array_thread(players,::walking);
array_thread(players,::kick_watch);
}

walking()
{
self endon("disconnect");
for(;;)
{
if(!self adsButtonPressed())
{
self SetClientDvar("bg_bobAmplitudeStanding",".1 0.01");
self SetClientDvar("bg_bobAmplitudeducking",".1 0.01");
if(self GetStance() == "prone")
self SetClientDvar("cg_gun_rot_minspeed", 0);
else
self SetClientDvar("cg_gun_rot_minspeed", -1000);
rotvar = self getvelocity() * anglestoright(self GetPlayerAngles());
rotvar = rotvar[0] + rotvar[1] + rotvar[2];
rotvar = int(rotvar/20);
self SetClientDvar("cg_gun_rot_r", rotvar);
}
else
{
self SetClientDvar("bg_bobAmplitudeStanding","0.01 0.001");
self SetClientDvar("bg_bobAmplitudeducking","0.01 0.001");
}
wait(0.1);
}
}

kick_watch()
{
self endon("disconnect");

for(;;)
{
self waittill("weapon_fired");
kickBack = RandomfloatRange(level.kickbackmin, level.kickbackmax);
kickSide = RandomfloatRange(level.kicksidemin, level.kicksidemax);
kickdown = RandomfloatRange(level.kicksidemin, level.kicksidemax);
kickback = kickback*-1;
kickdown = (kickdown/2)*-1;
if(randomint(2))
kickside = kickside*-1;
if(self adsButtonPressed())
{
kickback = kickback/3;
kickside = kickside/3;
kickdown = kickdown/3;
}
else
{
self SetClientDvar("cg_gun_rot_p", kickback*-12);
self SetClientDvar("cg_gun_rot_r", kickside*-12);
self SetClientDvar("cg_gun_rot_y", kickside*12);
}
self SetClientDvar("cg_gun_x", kickBack);
self SetClientDvar("cg_gun_y", kickside);
self SetClientDvar("cg_gun_z", kickdown);
wait 0.1;
self SetClientDvar("cg_gun_x", 0);
self SetClientDvar("cg_gun_y", 0);
self SetClientDvar("cg_gun_z", 0);
self SetClientDvar("cg_gun_rot_p", 0);
self SetClientDvar("cg_gun_rot_r", 0);
self SetClientDvar("cg_gun_rot_y", 0);
}
}

after added save the file into your mods folder and call it whatever you want.

now in _zombiemode.gsc add: (make sure to add the name of the file in the spot specified)
Code Snippet
Plaintext
maps\name_of_file::init
under:
Code Snippet
Plaintext
flag_wait("all_players_connected");

check the script file in your iwd check list and build the iwd :D

Double Post Merge: April 02, 2016, 01:17:40 am
note that in co-op this may lag a little, i may convert this to be in CSC later to eliminate that but not sure.
Last Edit: April 02, 2016, 02:51:07 pm by arceus
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Awesome! ;D
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http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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Who made this? :troll:

In all honesty looks nice though :)
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Nice arceus, would be good with a video  :P
But I guess your gif of it was a bit choppy.

Recommendations: (can ignore if you want, just my opion)
- include endon() functions in case the players disconnect
- probably should have the script done in csc as this will have lag in coop
- don't need to include dlc_code or dlc_teleporter :P
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- probably should have the script done in csc as this will have lag in coop
Thanks JBird. *rewrites his script for csc*
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- include endon() functions in case the players disconnect

ok, yea ill add that real quick :P forgat bout dat

- probably should have the script done in csc as this will have lag in coop

i stated this in the second post that i might redo it and update it later.

- don't need to include dlc_code or dlc_teleporter :P
yea i know, i just include those whenever i make a new script

Double Post Merge: April 02, 2016, 01:33:03 pm
Who made this? :troll:

In all honesty looks nice though :)
thanks :P
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yea i know, i just include those whenever i make a new script
Think thats the point hes making, can cause problems
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alrighty just removed them
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Converting this to CSC would be a pain. GetVelocity and GetStance aren't in CSC, but I have remade GetVelocity as a utility and might try GetStance. If I successfully make this work because this is something I would like to use, I'll post it on here. But no way in hell I am leaving this in GSC.

 
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