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Need help with some scripting

 
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KSAProdozul



Joined: 11 Aug 2005
Posts: 170
Location: In between Here and the There but close by Nowhere

PostPosted: Wed Jan 28, 2009 3:51 am    Post subject: Need help with some scripting Reply with quote

Well my first problem seems to be with some jumpboots that I would like to modify so that they can give the player some more speed great height when they jump and more control when they jump.

And for my other scripting problem I would like to make some jet boots so they player can fly around.

If anyone can point out some tutorials or some examples to look at then it would be greatly appreciated thanks.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Wed Jan 28, 2009 1:36 pm    Post subject: Reply with quote

This is from some old boots i made once, some ammounts are extremely high, but that's because the boots were really good etc..

Copy and paste the normal jump boots script and only replace state activated and state deactivated with these and it should work..

I put some extra things in to like UnderWaterTime, WaterSpeed and AirSpeed, but you can always remove those if you want.
Code:

state activated
{
function beginstate()
{
bActive = True;
Pawn(owner).AirControl = 1.0;
Pawn(owner).JumpZ = 2000;
Pawn(owner).Groundspeed = 1150;
Pawn(owner).UnderWaterTime = 9999999;
Pawn(owner).WaterSpeed = 2200;
Pawn(owner).AirSpeed = 1000;
Owner.PlaySound(ActivateSound);
}

function endstate()
{
bActive = False;

Pawn(owner).AirControl = Pawn(Owner).Default.AirControl;
Pawn(owner).JumpZ = Pawn(Owner).Default.JumpZ;
Pawn(owner).Groundspeed = Pawn(Owner).Default.Groundspeed;
Pawn(owner).UnderWaterTime = Pawn(Owner).Default.UnderWaterTime;
Pawn(owner).WaterSpeed = Pawn(Owner).Default.WaterSpeed;
Pawn(owner).AirSpeed = Pawn(owner).Default.AirSpeed;
Owner.PlaySound(DeActivateSound);

}
}
state deactivated
{
}


And about the jet pack thing uhm,
i never made anything like it but i think i can do it.
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KSAProdozul



Joined: 11 Aug 2005
Posts: 170
Location: In between Here and the There but close by Nowhere

PostPosted: Wed Jan 28, 2009 9:02 pm    Post subject: Reply with quote

Thx mental.

But you don't have to make them. I was just asking for some guidance XD
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Thu Jan 29, 2009 5:10 pm    Post subject: Reply with quote

if you want that the boots allow you to fly without being admin, try looking at the exec function Fly() command in the playerpawn script.

other way flying would be like this in Tick():
Code:

playerpawn(owner).AddVelocity(vector(owner.Rotation)*5)

or sumthing. just tell me when im talking rubbish again ;P
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KSAProdozul



Joined: 11 Aug 2005
Posts: 170
Location: In between Here and the There but close by Nowhere

PostPosted: Sat Jan 31, 2009 4:53 am    Post subject: Reply with quote

Well I was looking at the fly script to see if i that could take me anywhere and what I came across was


bcanfly=true?

Would that do anything to the jumpboots?
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Sat Jan 31, 2009 12:26 pm    Post subject: Reply with quote

bCanFly, bCanSwim and such only affects pawns. they only tell something about the pawn, like for the Fly pawn:
Code:

bCanSwim = false;

this means the Fly cant swim, and so it will avoid any contact with water. i noticed that several times, it keeps hovering around till your head pops up so it can sting your brains out >..< well anyway, it wont do anything usefull
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KSAProdozul



Joined: 11 Aug 2005
Posts: 170
Location: In between Here and the There but close by Nowhere

PostPosted: Sun Feb 01, 2009 6:06 pm    Post subject: Reply with quote

Bleeder91 wrote:
bCanFly, bCanSwim and such only affects pawns. they only tell something about the pawn, like for the Fly pawn:
Code:

bCanSwim = false;

this means the Fly cant swim, and so it will avoid any contact with water. i noticed that several times, it keeps hovering around till your head pops up so it can sting your brains out >..< well anyway, it wont do anything usefull


Oh that's cool thx for telling me XD
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Sun Feb 01, 2009 6:14 pm    Post subject: Reply with quote

oeh another way to let you fly is:
Code:

owner.setphysics(PHYS_Projectile); //in the 'begin:' thingy in state activated
owner.setphysics(PHYS_Walking); //in the 'begin:' thingy in state deactivated
owner.Velocity = vector(Pawn(OWner).ViewRotation)*200; // put this one in tick(float deltatime)

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