Post: Rappelling in Highrise?
02-07-2011, 03:46 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I was looking through the mp_highrise ff file and noticed this code.
    SetupRappel()
{
// Press and hold ^3[{+activate}]^7 to rappel
//precacheString( &"MP_PRESS_TO_RAPPEL" );
trigs = getentarray( "rappeltrigger", "targetname" );
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
trig.rappelPoint = org.origin;
trig.dir = anglesToForward( org.angles );
org delete();
trig thread RappelThink();
}
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
if ( isdefined( org ) )
org delete();
}
}

RappelThink()
{
// Press and hold ^3[{+activate}]^7 to rappel
//self setHintString( &"MP_PRESS_TO_RAPPEL" );

while ( 1 )
{
self waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;

if ( !player isOnGround() )
continue;

if ( isdefined( player.rapelling ) )
continue;

player thread Rappel( self );
}
}

Rappel( trig )
{
toRappelPoint = trig.rappelPoint - self.origin;
rappelPoint = self.origin + vectordot( toRappelPoint, trig.dir ) * trig.dir;
rappelPoint = ( rappelPoint[ 0 ], rappelPoint[ 1 ], trig.rappelPoint[ 2 ] );

upTime = .5;// sec
overTime = .75;// sec
downSpeed = 512;// units / sec

upPoint = self.origin;
upPoint = ( upPoint[ 0 ], upPoint[ 1 ], rappelPoint[ 2 ] );
overPoint = rappelPoint + trig.dir * 20;
tracePosition = playerPhysicsTrace( overPoint, overPoint + ( 0, 0, -10000 ), false, self );
downPoint = tracePosition + ( 0, 0, 16 );

org = spawn( "script_origin", self.origin );
org hide();

self.rapelling = true;
self _disableWeapon();
self linkto( org );
self PlayerLinkedOffsetEnable();

org moveto( upPoint, upTime, 0, 0 );
org waittill( "movedone" );
org moveto( overPoint, overTime, 0, 0 );
org waittill( "movedone" );

downTime = distance( overPoint, downPoint ) / downSpeed;

org moveto( downPoint, downTime, 0, 0 );
org waittill( "movedone" );

self _enableWeapon();
self unlink();
org delete();

self.rapelling = undefined;
}


Is it possible that you can use this?
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The following 3 users say thank you to PrOJenkz for this useful post:

Alfa, FourzerotwoFAILS, Nero.
02-07-2011, 03:51 AM #2
Nero.
Space Ninja
Originally posted by PrOJenkz View Post
I was looking through the mp_highrise ff file and noticed this code.
    SetupRappel()
{
// Press and hold ^3[{+activate}]^7 to rappel
//precacheString( &"MP_PRESS_TO_RAPPEL" );
trigs = getentarray( "rappeltrigger", "targetname" );
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
trig.rappelPoint = org.origin;
trig.dir = anglesToForward( org.angles );
org delete();
trig thread RappelThink();
}
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
if ( isdefined( org ) )
org delete();
}
}

RappelThink()
{
// Press and hold ^3[{+activate}]^7 to rappel
//self setHintString( &"MP_PRESS_TO_RAPPEL" );

while ( 1 )
{
self waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;

if ( !player isOnGround() )
continue;

if ( isdefined( player.rapelling ) )
continue;

player thread Rappel( self );
}
}

Rappel( trig )
{
toRappelPoint = trig.rappelPoint - self.origin;
rappelPoint = self.origin + vectordot( toRappelPoint, trig.dir ) * trig.dir;
rappelPoint = ( rappelPoint[ 0 ], rappelPoint[ 1 ], trig.rappelPoint[ 2 ] );

upTime = .5;// sec
overTime = .75;// sec
downSpeed = 512;// units / sec

upPoint = self.origin;
upPoint = ( upPoint[ 0 ], upPoint[ 1 ], rappelPoint[ 2 ] );
overPoint = rappelPoint + trig.dir * 20;
tracePosition = playerPhysicsTrace( overPoint, overPoint + ( 0, 0, -10000 ), false, self );
downPoint = tracePosition + ( 0, 0, 16 );

org = spawn( "script_origin", self.origin );
org hide();

self.rapelling = true;
self _disableWeapon();
self linkto( org );
self PlayerLinkedOffsetEnable();

org moveto( upPoint, upTime, 0, 0 );
org waittill( "movedone" );
org moveto( overPoint, overTime, 0, 0 );
org waittill( "movedone" );

downTime = distance( overPoint, downPoint ) / downSpeed;

org moveto( downPoint, downTime, 0, 0 );
org waittill( "movedone" );

self _enableWeapon();
self unlink();
org delete();

self.rapelling = undefined;
}


Is it possible that you can use this?


lol put it in your menu and press it see what happens
02-07-2011, 03:53 AM #3
Originally posted by austinr00 View Post
lol put it in your menu and press it see what happens


Lol. Leave that to the experts like Mossy. I dont know what to do with this code.
02-07-2011, 03:53 AM #4
looks intresting you should put up a vid.
02-07-2011, 03:56 AM #5
Nero.
Space Ninja
Originally posted by PrOJenkz View Post
Lol. Leave that to the experts like Mossy. I dont know what to do with this code.


why not try it worst thing would happen is you will get a error
probably wont work but you should try it
who knows it might....
02-07-2011, 03:56 AM #6
The Open Minded
☮✌Peace Maker✌☮
It seems interesting that it's there. Is it leftover code that they didn't keep active but accidentally left in the map? Interesting little tid bit my friend.

Who else has some conspiracy theories?
02-07-2011, 03:58 AM #7
Nero.
Space Ninja
Originally posted by PrOJenkz View Post
I was looking through the mp_highrise ff file and noticed this code.
    SetupRappel()
{
// Press and hold ^3[{+activate}]^7 to rappel
//precacheString( &"MP_PRESS_TO_RAPPEL" );
trigs = getentarray( "rappeltrigger", "targetname" );
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
trig.rappelPoint = org.origin;
trig.dir = anglesToForward( org.angles );
org delete();
trig thread RappelThink();
}
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
if ( isdefined( org ) )
org delete();
}
}

RappelThink()
{
// Press and hold ^3[{+activate}]^7 to rappel
//self setHintString( &"MP_PRESS_TO_RAPPEL" );

while ( 1 )
{
self waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;

if ( !player isOnGround() )
continue;

if ( isdefined( player.rapelling ) )
continue;

player thread Rappel( self );
}
}

Rappel( trig )
{
toRappelPoint = trig.rappelPoint - self.origin;
rappelPoint = self.origin + vectordot( toRappelPoint, trig.dir ) * trig.dir;
rappelPoint = ( rappelPoint[ 0 ], rappelPoint[ 1 ], trig.rappelPoint[ 2 ] );

upTime = .5;// sec
overTime = .75;// sec
downSpeed = 512;// units / sec

upPoint = self.origin;
upPoint = ( upPoint[ 0 ], upPoint[ 1 ], rappelPoint[ 2 ] );
overPoint = rappelPoint + trig.dir * 20;
tracePosition = playerPhysicsTrace( overPoint, overPoint + ( 0, 0, -10000 ), false, self );
downPoint = tracePosition + ( 0, 0, 16 );

org = spawn( "script_origin", self.origin );
org hide();

self.rapelling = true;
self _disableWeapon();
self linkto( org );
self PlayerLinkedOffsetEnable();

org moveto( upPoint, upTime, 0, 0 );
org waittill( "movedone" );
org moveto( overPoint, overTime, 0, 0 );
org waittill( "movedone" );

downTime = distance( overPoint, downPoint ) / downSpeed;

org moveto( downPoint, downTime, 0, 0 );
org waittill( "movedone" );

self _enableWeapon();
self unlink();
org delete();

self.rapelling = undefined;
}


Is it possible that you can use this?


but if you dont want to try it
send that patch you have over to me
ill test it and tell you what happends
02-07-2011, 03:58 AM #8
Pauly
Banned
Originally posted by PrOJenkz View Post
I was looking through the mp_highrise ff file and noticed this code.
    SetupRappel()
{
// Press and hold ^3[{+activate}]^7 to rappel
//precacheString( &"MP_PRESS_TO_RAPPEL" );
trigs = getentarray( "rappeltrigger", "targetname" );
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
trig.rappelPoint = org.origin;
trig.dir = anglesToForward( org.angles );
org delete();
trig thread RappelThink();
}
foreach ( trig in trigs )
{
org = getent( trig.target, "targetname" );
if ( isdefined( org ) )
org delete();
}
}

RappelThink()
{
// Press and hold ^3[{+activate}]^7 to rappel
//self setHintString( &"MP_PRESS_TO_RAPPEL" );

while ( 1 )
{
self waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;

if ( !player isOnGround() )
continue;

if ( isdefined( player.rapelling ) )
continue;

player thread Rappel( self );
}
}

Rappel( trig )
{
toRappelPoint = trig.rappelPoint - self.origin;
rappelPoint = self.origin + vectordot( toRappelPoint, trig.dir ) * trig.dir;
rappelPoint = ( rappelPoint[ 0 ], rappelPoint[ 1 ], trig.rappelPoint[ 2 ] );

upTime = .5;// sec
overTime = .75;// sec
downSpeed = 512;// units / sec

upPoint = self.origin;
upPoint = ( upPoint[ 0 ], upPoint[ 1 ], rappelPoint[ 2 ] );
overPoint = rappelPoint + trig.dir * 20;
tracePosition = playerPhysicsTrace( overPoint, overPoint + ( 0, 0, -10000 ), false, self );
downPoint = tracePosition + ( 0, 0, 16 );

org = spawn( "script_origin", self.origin );
org hide();

self.rapelling = true;
self _disableWeapon();
self linkto( org );
self PlayerLinkedOffsetEnable();

org moveto( upPoint, upTime, 0, 0 );
org waittill( "movedone" );
org moveto( overPoint, overTime, 0, 0 );
org waittill( "movedone" );

downTime = distance( overPoint, downPoint ) / downSpeed;

org moveto( downPoint, downTime, 0, 0 );
org waittill( "movedone" );

self _enableWeapon();
self unlink();
org delete();

self.rapelling = undefined;
}


Is it possible that you can use this?

i'll try it Smile
02-07-2011, 04:00 AM #9
Originally posted by Mr.Chrome
i'll try it Smile

Thank you. Let me know how it goes. I updated my 3.41 like a idiot...So I cant switch patches.
02-07-2011, 04:03 AM #10
Nero.
Space Ninja
Originally posted by PrOJenkz View Post
Thank you. Let me know how it goes. I updated my 3.41 like a idiot...So I cant switch patches.


damn that sucks dude!

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