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Fastrope for helicopters
Hello. Today I will show, how you can do a fastrope for blackhawk or another transporter heli.
This is steps tutorial :D
1. Create Blackhawk and give him key/value:
Key: script_noteworthy
Value: players_helicopter
2. Now you must create a path for him. Just put 2 script_struct. Connect heli with first struct. Select him (that struct) and give:
Key: script_unload
Value: both
Key: script_stopnode
Value: 1
3. Create a trigger_multiple just like on the picture number 2. Player must be inside!!
4. You can create your team, but you can only give them startingposition number: 0,1,2,3,4,5 or 7. NOT 6, cause 6 is you xD.
5. Save and open your .gsc file.
6. Now the best thing. SCRIPT xD.
#include common_scriptsutility;
#include maps_utility;
#include maps_anim;
#include maps_vehicle_aianim;
main()
{
default_start( ::ride_start ); //ACTIVE IT
precachemodel( "fastrope_arms" );
maps_blackhawk::main( "vehicle_blackhawk" );
maps_load::main();
mapsMAPNAME_anim::anim_main();
}
loadplayer( position, animfudgetime )
{
if ( getdvar( "fastrope_arms" ) == "" )
setdvar( "fastrope_arms", "0" );
if ( !isdefined( animfudgetime ) )
animfudgetime = 0;
assert( isdefined( self.riders ) );
guy = undefined;
for ( i = 0; i < self.riders.size; i++ )
{
if ( self.riders[ i ].pos == position )
{
guy = self.riders[ i ];
guy.drone_delete_on_unload = true;
guy.playerpiggyback = true;
break;
}
}
animpos = maps_vehicle_aianim::anim_pos( self, position );
guy notify( "newanim" );
guy detachall();
guy setmodel( "fastrope_arms" );
guy useanimtree( animpos.player_animtree );
thread maps_vehicle_aianim::guy_idle( guy, position );
level.player playerlinktodelta( guy, "tag_player", 1.0, 60, 28, 30, 30, true ); //number 6 seat
level.player freezecontrols(false);
guy hide();
animtime = getanimlength( animpos.getout );
animtime -= animfudgetime;
self waittill( "unload" );
if ( getdvar( "fastrope_arms" ) != "0" )
guy show();
level.player disableweapons();
guy notsolid();
wait animtime;
level.player unlink();
level.player enableweapons();
}
ride_start()
{
heli_trigger = getent( "heli_trigger", "targetname" );
heli_trigger notify ( "trigger" );
level.player_heli = maps_vehicle::waittill_vehiclespawn_noteworthy( "players_helicopter" );
level.player_heli thread mapsMAPNAME_anim::player_heli_ropeanimoverride();
level.player_heli thread loadplayer( 3 );
}
7.Open MAPNAME_anim.gsc and paste it:
#include maps_utility;
#include common_scriptsutility;
#include maps_anim;
#include maps_vehicle_aianim;
#include mapsNAZWAMAPY;
#using_animtree ("generic_human");
anim_main()
{
thread blackhawk_anims();
}
#using_animtree( "vehicles" );
blackhawk_anims()
{
level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] = %blackout_bh_evac_heli_idle;
level.scr_anim[ "blackhawk" ][ "landing" ] = %blackout_bh_evac_heli_land;
level.scr_anim[ "blackhawk" ][ "rotors" ] = %bh_rotors;
level.scr_animtree[ "blackhawk" ] = #animtree;
}
player_heli_ropeanimoverride()
{
tag = "TAG_FastRope_RI";
model = "rope_test_ri";
snipeanim = %armada_blackhawk_sniper_idle_fastrope80;
idleanim = %armada_blackhawk_sniper_idle_loop_fastrope80;
dropanim = %armada_blackhawk_sniper_drop_fastrope80;
array = [];
array[ "TAG_FastRope_RI" ] = spawnstruct();
self.attach_model_override = array; // gets rid of blackhawks standard fastrope stuff for this rig
rope = spawn("script_model", level.player.origin);
rope setmodel (model);
rope linkto (self, tag, (0,0,0),(0,0,0));
rope useanimtree (#animtree);
// flag_wait ("snipefromheli");
//self notify ("groupedanimevent","snipe"); //tells the ai to snipe.
//maps_vehicle_aianim::animontag( rope, tag, snipeanim );
thread player_heli_ropeanimoverride_idle( rope, tag, idleanim );
self waittill ("unload");
level.player thread play_loop_sound_on_entity("fastrope_loop_plr");
thread maps_vehicle_aianim::animontag( rope, tag, dropanim );
wait getanimlength( dropanim ) - .2;
level.player stop_loop_sound_on_entity("fastrope_loop_plr");
rope unlink();
level.player thread play_sound_on_entity("fastrope_end_plr");
wait 10;
rope delete(); // possibly do something to delete when the player is not looking at it.
}
player_heli_ropeanimoverride_idle( guy, tag, animation )
{
self endon ("unload");
while(1)
maps_vehicle_aianim::animontag( guy, tag, animation );
}
8.OK. The last step. Compile and open map with selected Enable Developer, Enable Developer_Script and Enable Cheat. Close mission and open "4.Update Zone Files" and copy code from MissingAssets to right side.
9.It's done.
Tutorial created for CALL OF DUTY: MODERN WARFARE by Pablo Abruzzi based on helii map.
Contact: pablo_abruzzi@o2.pl
xfire: pabloabruzzi
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