Didn't seem to work with that either, have you gotten this working on cod4 and tested it? Assuming since there are no errors, it should be working though..
Didn't seem to work with that either, have you gotten this working on cod4 and tested it? Assuming since there are no errors, it should be working though..
There is no "torso_upper" bone in COD4. This is a complete list of tags and bones in COD4:
Use one of them instead.Code:NUMBONES 85 "tag_origin" "j_mainroot" "tag_sync" "pelvis" "j_hip_le" "j_hip_ri" "torso_stabilizer" "j_hiptwist_le" "j_hiptwist_ri" "j_knee_le" "j_knee_ri" "j_spinelower" "back_low" "j_ankle_le" "j_ankle_ri" "j_knee_bulge_le" "j_knee_bulge_ri" "j_ball_le" "j_ball_ri" "j_spineupper" "tag_stowed_deploy" "back_mid" "j_spine4" "tag_stowed_backpack" "j_clavicle_le" "j_clavicle_ri" "j_neck" "j_shoulderraise_le" "j_shoulderraise_ri" "tag_inhand" "tag_stowed_back" "tag_stowed_lethal" "tag_stowed_tactical" "tag_weapon_chest" "j_shoulder_le" "j_shoulder_ri" "neck" "j_elbow_bulge_le" "j_elbow_le" "j_head" "j_shouldertwist_le" "shoulder" "head" "j_elbow_bulge_ri" "j_elbow_ri" "j_shouldertwist_ri" "j_wrist_le" "j_wristtwist_le" "j_head_end" "j_index_le_1" "j_jaw" "j_mid_le_1" "j_pinky_le_1" "j_ring_le_1" "j_thumb_le_1" "j_wrist_ri" "j_wristtwist_ri" "tag_weapon_left" "j_helmet" "j_index_le_2" "j_index_ri_1" "j_mid_le_2" "j_mid_ri_1" "j_pinky_le_2" "j_pinky_ri_1" "j_ring_le_2" "j_ring_ri_1" "j_thumb_le_2" "j_thumb_ri_1" "tag_weapon_right" "j_index_le_3" "j_index_ri_2" "j_mid_le_3" "j_mid_ri_2" "j_pinky_le_3" "j_pinky_ri_2" "j_ring_le_3" "j_ring_ri_2" "j_thumb_le_3" "j_thumb_ri_2" "j_index_ri_3" "j_mid_ri_3" "j_pinky_ri_3" "j_ring_ri_3" "j_thumb_ri_3"
This should work in COD4:
Just a couple of notes:PHP Code:
bounceJump()
{
target = getEnt( "ORIGIN_NAME", "targetname" );
while( 1 )
{
self waittill( "trigger", user );
if( isPlayer( user ) && user isTouching( self ) )
{
ent = spawn( "script_origin", (0,0,0) );
ent.origin = user.origin+( randomInt(90), randomInt(10), 0 );
ent.angles = user.angles;
user linkto( ent );
ent moveTo( target.origin, 1 );
wait( 1.5 );
user unlink();
ent delete();
}
}
}
1. In COD4 MP, the motion flag - waittill( "movedone" ) - does not work. Just put in a bog standard wait time.
2. If you are linking a player to a model in COD4, you have to set a model. Usually, the model "tag_origin" is used. This is already compiled into the stock fastfiles, just make sure you precache it. If you don't want to set a model, just use a script_origin.
kung foo man (15th May 2013),omnimouz (15th May 2013)
Though thats not "free", you can't move in air with movement-keys. I've added velocity-functions in my extension for that: http://killtube.org/showthread.php?1...elocity&p=5593
timescale 0.01
Sorry, I see this is to register a hit location, in which case torso_upper is a valid sHitLoc. These are the valid sHitLocs in COD4:
These are areas in the hit boxes.PHP Code:
getHitLocHeight( sHitLoc )
{
switch( sHitLoc )
{
case "helmet":
case "head":
case "neck":
return 60;
case "torso_upper":
case "right_arm_upper":
case "left_arm_upper":
case "right_arm_lower":
case "left_arm_lower":
case "right_hand":
case "left_hand":
case "gun":
return 48;
case "torso_lower":
return 40;
case "right_leg_upper":
case "left_leg_upper":
return 32;
case "right_leg_lower":
case "left_leg_lower":
return 10;
case "right_foot":
case "left_foot":
return 5;
}
return 48;
}
EDIT -
Looking at your script again, I see this:
You have a square brace after "torso_upper" - "torso_upper"]PHP Code:
bounce( pos, power )
{
oldhp = self.health;
self.health = self.health + power;
self finishPlayerDamage( self, self, power, 0, "MOD_PISTOL_BULLET", "deserteagle_mp", undefined, pos, "torso_upper"], 0 );
self.health = oldhp;
}
serthy pointed it out to you, but you blew him off. Best to take notice if someone points out a scripting error. Otherwise we will be here all year.
Last edited by Tally; 15th May 2013 at 20:14.
kung foo man (15th May 2013)
Its may an idea to remove the Damagefeedback at this part (red screen). Would look more "realistic" (ye, jump pad - realistic nvm).
No ... No ... this is not possible .......