Results 1 to 7 of 7

Thread: Are you able to script Source-Engine-Surfing for CoD2?

  1. #1
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,010
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts

    Are you able to script Source-Engine-Surfing for CoD2?

    Hey,

    in this thread i would like to find the people, which:
    - know the Source-Engine-Surfing
    - know the math for setVelocity() etc.
    - got enough time to work on the scripting

    Besides the glory, you can get:
    - Admin 80 on K~Surf server
    - Moderator in K~Surf forum

    If you are really interested and able to proof some skills, i will assign a test-server for you (manageable through forum, SFTP, SSH).

    Click image for larger version. 

Name:	shot0000.jpg 
Views:	36 
Size:	589.1 KB 
ID:	78

    Happy scripting!
    timescale 0.01

  2. The Following User Says Thank You to kung foo man For This Useful Post:

    DisSle (18th November 2012)

  3. #2
    Corporal STAUFFi's Avatar
    Join Date
    Aug 2012
    Location
    Germany
    Posts
    269
    Thanks
    106
    Thanked 128 Times in 83 Posts
    Good Luck !!!!!

  4. #3
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,010
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts
    For the people who doesnt know surfing:

    timescale 0.01

  5. #4
    Global Mossaderator Mitch's Avatar
    Join Date
    Nov 2012
    Posts
    654
    Thanks
    204
    Thanked 450 Times in 305 Posts
    Maybe you do not need to script it. It might be possible to give the textures the right properties so that it would act like in the video.

    For example:
    Surfacetype: Ice
    Special properties: noFallDamage

    You can find more properties in: bin/asset_manager.exe

  6. The Following User Says Thank You to Mitch For This Useful Post:

    kung foo man (18th November 2012)

  7. #5
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,010
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts
    Hey, thanks for your input. Nice idea with the not-script-it-part. At least the curves in air need to be scripted.
    timescale 0.01

  8. #6
    Private
    Join Date
    Oct 2012
    Posts
    10
    Thanks
    2
    Thanked 22 Times in 8 Posts
    I like the idea, but it will never work for 100% like HL2. Because it's only a engine bug. Like for CoD strafe jump, you know. It's same like if you want that CoD strafe jump will work for CS, it will never work perfectly. Or I'm wrong?
    Last edited by DisSle; 18th November 2012 at 16:03.

  9. The Following User Says Thank You to DisSle For This Useful Post:

    kung foo man (18th November 2012)

  10. #7
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,010
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts
    Yeah, i think also it wont be 100%... but 90% is already fine.

    We can only do server-side changes to the player-velocity. Unfortuonally we dont have access to the client-side-movement-system. I guess in Quake3 with the Virtual-Machine-Approuch for Server AND Client it would work perfectly.
    timescale 0.01

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •