• Parachute!
    329 replies, posted
Found a funny bug, that (in my opinion shouldn't be fixed) when in ragdoll mode (no parachute) you can move your ragdoll around on the ground, pretty funny but... :lol:
[QUOTE=m0dUlator]Found a funny bug, that (in my opinion shouldn't be fixed) when in ragdoll mode (no parachute) you can move your ragdoll around on the ground, pretty funny but... :lol:[/QUOTE] Noticed that one to, but I like it, it's fun to go stand on a high building then "launching" yourself off it.
Is it possible to destroy the parachute?
I've got some ideas, one which has been mentioned but I modified slightly. #1: Para-stool: This idea is great in all essence, but the only problem is that when the parachute deploys, with some props, it may get stuck in the prop, which in many cases causes the prop to have a black-hole effect. My ideas for modifying this is to have it so it is non-physical for about a second after it deploys, so that it can deploy properly and not hit the prop. Second, have variable rope length. An example on how useful this is would be in the example of dropping something off a building into a small hole. The prop clears the hole, but then the parachute might snag, leaving your drop stuck in the air. Third, variable speed reduction. Allow the person to change how much it will slow down the decent of the object(s) attached. #2: Para-health: Like the above poster kinda said, make the parachute be destroyable on option with variable health as well. What is more fun than sitting around with your Ak-47 and watching for people trying to air-drop into your box-fort, then shooting out their parachutes and watching them fall to the ground? #3: Ragdoll movement: When as a ragdoll and sky diving, allow some decent movement, allowing people to adjust their aim in mid-air.
#3 is already done. I like #2 though. And when the ragdoll hits the ground, the player dies :D. Though some people don't want that and minges would take advantage of it. I will keep it in mind, but right now I am making the SMOD laser rifle.
Nice mod. My friend and I are currently making a skydiving map. It should be posted in a few days.
What is new in V2?
STOOL STOOL STOOL! I'll love you for ever!
This will be great for when I want to parechute!(Which is all the time!) Great sent.
Hmm, Can a swep be made? Parachute backpack model on so the chute comes out of it perhaps?
Wait, was my #3 already included, or is finished and will be in a later version? My ragdoll doesn't move, so I don't think it's included, unless Male_07 is just very lazy. Also, since I don't know the exact details on how to do this, but I'm fairly certain it's possible. After going ragdoll, activating the parachute, then breaking free of it, try and re-add the player's weapons. I think you would use a table to store the weapons, but I'm not entirely sure.
I'm using your mod in my movie.
[QUOTE=thegrb93]I will consider making a stool that does that. That is a pretty neat idea. 1. Shoot the object 2. Press the assigned numpad key to open the chute 3. Press it again to close. can be toggled or held.[/QUOTE] How about making a wired version of the STool too? Just to save some room for the numpad.
[QUOTE=Feldor]What is new in V2?[/QUOTE] Ragdoll velocity is now relative to the player's before he turned into a ragdoll and the chute will disappear when the player leaves the server I will make a stool in a day or two.
[QUOTE=Zeddy]unless Male_07 is just very lazy[/QUOTE] No he isn't, maybe he's just tired from chuting all the time with me.
I noticed if you jump into something that removes the ragdoll(e.g an incoming stargate wormhole), the whole script gets broken and you have to restart to make the parachutes work again.
[quote=Feldor]I noticed if you jump into something that removes the ragdoll(e.g an incoming stargate wormhole), the whole script gets broken and you have to restart to make the parachutes work again.[/quote] just put lua_openscript autorun/ParachuteSource.lua in the console to reload the script. Right now, IsValid() isn't working because of Garry's bad base code. You will always get an error if you try to use IsValid() on a nil entity, and we have to wait for garry to fix it. That is what is happening to me anyways.
Please don't make this wired. It's unneeded and will just cause lag for the stool. If you are concerned about number pad room, try the super-keypad addon. Adds 99 extra sets of keypads, and all you have to do is hit [ and ] to change set. You get 1500 number pads buttons.
Make wired and unwired.
I just came :D. Excellent work!
This is fucking great! can you make it so the parachute will disappear after taking damage, like being shot or hitting a wall?
Hello can you fix small problem when you have CSS player model or when you incorrect jump.When you jump and clic shift the parachute will open but the the model holds one rope and have second rope in same arm.When friend look at my screenshot he says and i think it too: omg you look like some idiot what doing bungee but no parachuting(skydiving)
[QUOTE=priest78]Hello can you fix small problem when you have CSS player model or when you incorrect jump.When you jump and clic shift the parachute will open but the the model holds one rope and have second rope in same arm.When friend look at my screenshot he says and i think it too: omg you look like some idiot what doing bungee but no parachuting(skydiving)[/QUOTE] Well, counter-strike developers used different bone numbering when making their models. Unfortunately looking up bones by name is inaccurate because it failed me before. You can set your parachute to attach to different ragdoll bones simply by changing the numbers I have set the constraint.Rope. I think 6 and 14 is what is set right now. You can set them to something different if you want. Make sure the number isn't too high. I think the counter-strike ragdoll's bone number for arms is around 3,4,5,6. Experiment for yourself and you will get it. I am too lazy at the moment because I am working on a huge SWEP.
One small problem I've noticed: You don't get to keep any of your SWEPs when you use this. You're stuck spawning on the ground with default HL2 weapons.
That happens a lot with sweps that remove player 'control' briefly, such as the shuttle SENT.
question, what is this for a song ?^^ which band ? xDD sounds cool^^
[QUOTE=thegrb93]just put lua_openscript autorun/ParachuteSource.lua in the console to reload the script. Right now, IsValid() isn't working because of Garry's bad base code. You will always get an error if you try to use IsValid() on a nil entity, and we have to wait for garry to fix it. That is what is happening to me anyways.[/QUOTE] Try this: [Lua] if (ent == NULL || !ent:IsValid()) then --Actions for nil ent else --Actions for workable ent end [/Lua] I'm pretty sure that works. [b]Edit:[/b] [QUOTE=Amore]question, what is this for a song ?^^ which band ? xDD sounds cool^^[/QUOTE] Infected mushroom - becoming insane
thx^^ [b]Edit:[/b] the song from the parachute v2 vid ? isnt "Infected mushroom - becoming insane" -.-
@Q42: NULL entities have an IsValid( ) function, which I discovered when patching my trace code. [code] if ( trace.Entity or NULL ):IsValid( ) then ... end [/code] --- Pretty cool, I'll have to try this when I get home tonight.
This mod Is kickass. I'll be waiting for the Stool.
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