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This tutorial by br3nt shows you how to add a hanging paratrooper to your map
Hanging Para-Trooper Tutorial![]() OK The Map Part Of This Tutorial Is Simple ..All You Need Is A Pathnode High Up off The Ground. Right click 2D View, node> pathnode - You Know The Pink Ones.. ![]() Give It These Paramaters: KEY: targetname VALUE: parachute guy It Will Turn Green After You Rename it.. Remember to have it Up High Off the Ground Else he will Spwn In The Ground...And Of Course You Will Have to Build Something for Him To Hang On. Or Else he hangs in the Air. But For Testing it Out This Is Not Necessary. NOTE:If You Open The Map In The Files For This Tutorial You Will Find A Triange Shaped Brush On The Roof Of Tower. It Is The Slope Of The Parachute..And Will Help You Out When Building Your Own Map. -=How Nice Of Me...=- Here Is The Script...{ maps\_load::main(); //Loads Global Scripts thread parachute(); // Precahces Our ParaTrooper Animations thread treeguy(); // Precahces Our ParaTrooper Animations maps\_utility::precache ("xmodel/parachute_animrig_churchguy"); // Precahces Our ParaTrooper Model thread dead_para(); // Thread Our Function Dead_Para } dead_para () { guy = spawn ("script_model",(0,0,0)); // Spawns a Blank script_Model guy.animname = "tree_guy"; // Sets Its Animation Alias guy character\_utility::new(); // Assigins a Blank Character--I Think... guy character\Airborne3d_garand::main(); // Threads The Charater Model Script guy assignanimtree(); // Assigns The Animation Tree parachute = spawn ("script_model",(0,0,0)); // Spawns a Blank Script_Model parachute.animname = "parachute"; // Sets Its Animation Alias parachute setmodel ("xmodel/parachute_animrig_churchguy"); // Sets The Model parachute assignanimtree(); // Assigns the Animation Tree node = getnode ("parachute guy","targetname"); // Defines the Node Where He Will Hang array[0] = guy; // the rest sets Origins and integers to run AnimLoop array[1] = parachute; guy.origin = node.origin; parachute.origin = node.origin; level thread anim_loop ( array, "idle", undefined, undefined, node); } assignanimtree() // Function to Assign Animation Tree { self UseAnimTree(level.scr_animtree[self.animname]); } anim_loop ( guy, anime, tag, ender, node, tag_entity ) // Runs The Animation { maps\_anim::anim_loop ( guy, anime, tag, ender, node, tag_entity ); } #using_animtree("animation_rig_parachute"); // Animation Trees And Functions parachute () { level.scr_animtree["parachute"] = #animtree; level.scr_anim["parachute"]["idle"][0] = (%hanginggear_church_idle); } #using_animtree("pathfinder_treeguy"); treeguy() { level.scr_animtree["tree_guy"] = #animtree; level.scr_anim["tree_guy"]["idle"][0] = (%hangingguy_church_idle); } Thats it...Easy Huh? Name Your Compiled Map and Your Script The Same Name... Ex: YOURMAP.bsp YOURMAP.gsc Put Them In "C:\Program Files\Call of Duty\Main\maps" Folder. These Scripts Are Right out of The Stock Ones that Come With The Game. Remember I dont Know Everything...And Even Though This Script Is Commented It May Not Be Accurate. Its All about Knowing What You Need....HEH HEH... |
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