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Dod Paratrooper

by Wilson [29th ID] · 2006-08-18 · 48 replies · 34536 views · 884 downloads

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/*rn DOD PARATROOPERrn Created by the 29th Infantry Divisionrn [url]www.29th.org[/url]rn [url]www.dodrealism.branzone.com[/url] -- Revolutionizing Day of Defeat Realismrn rn DESCRIPTIONrn This plugin allows a designated team to parachute down to the groundrn as they spawn in a random location on the map. The new spawn locationsrn are determined in an .ini file for each map this is used on. You canrn set which team are the paratroopers and how fast they fall.rn rn This plugin has been modified from my realism version which allows setrn sectors each containing several spawn points that rotates sectors - rn used for realism rather than public play.rn rn CREDITSrn nightscream (borrowed code & model from parachute plugin)rn =|[76AD]|= TatsuSaisei (reskinned model for WWII authenticity)rn rn Code has been commented in case you need to make changes.rn*/

rn
rn
/*rn CVARSrn dod_paratrooper 0 - Enables or disables paratrooper modern dod_paratrooper_team 1 - Designates which team are paratroopers (Allies: 1 - Axis: 2)rn dod_paratrooper_gravity 0.09 - Sets falling gravity (Regular gravity is 1.0)rn rn CLIENT COMMANDSrn getorigin - Prints current user origin to console (for development)rn*/

rn
rn
/*rn DEVELOPMENTrn Each map you'd like to have paratroopers enabled on must have its ownrn .ini file, named whatever the map name is with _para.ini at the end.rn For instance, dod_forest_para.ini for the map dod_forestrn rn The ini file should contain several lines of coordinates for the map.rn The development is actually extremely easy and takes about 3 minutesrn for each map. Simply bind a key to the console command "getorigin" andrn walk around the map finding spawn points. I reccomend about 16 pointsrn because day of defeat picks the point from top to bottom and doesn't rn use that many.rn rn Once you have selected all the points and pressed the getorigin bind forrn each one, copy and paste what was printed in your console to a text file.rn It should be about 16 lines of tri-coordinates (origins). These are your rn spawn points. Note, steam's "copy" function sometimes cuts off the lastrn few characters so make sure to check.rn rn To find the "sky" in your map, set sv_gravity to 0 and jump to the highestrn point on the map. Hit the getorigin bind and look at the third number in rn your console. Roam around the map and make sure the sky is equal in all rn areas. Some maps have them different, so make sure you choose the lowestrn one to be safe. Subtract about 5 from the lowest sky value to be safe andrn make the top line in your .ini file display it. For example if it were 417rn it would read: rn sky 417rn at the top of your ini file (on its own line). This means all of the spawnrn points you find do not have to be in the sky. This also means that you canrn theoretically use this plugin without parachuting - just to modify spawns.rn rn If this confuses you, look at the example .ini file that comes with this rn plugin for dod_forestrn*/

rn
rnAttached inside zip file:
rnparachute_khaki.mdl - The parachute model
rndod_paratrooper.amxx - The compiled plugin
rndod_forest_para.ini - An example ini file for dod_forest
rn
rnOptional:
rndod_paratrooper.sma - The source code

Files

dod_paratrooper.zip Archive 66 KB 509 dl Download
dod_paratrooper.sma Plugin Source 8 KB 375 dl Download Compile

The thread

All 49 posts from 19 people on Dod Paratrooper, kept as they were written.

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
08-18-2006, 05:02 AM #1
/*rn DOD PARATROOPERrn Created by the 29th Infantry Divisionrn www.29th.orgrn www.dodrealism.branzone.com -- Revolutionizing Day of Defeat Realismrn rn DESCRIPTIONrn This plugin allows a designated team to parachute down to the groundrn as they spawn in a random location on the map. The new spawn locationsrn are determined in an .ini file for each map this is used on. You canrn set which team are the paratroopers and how fast they fall.rn rn This plugin has been modified from my realism version which allows setrn sectors each containing several spawn points that rotates sectors - rn used for realism rather than public play.rn rn CREDITSrn nightscream (borrowed code & model from parachute plugin)rn =|[76AD]|= TatsuSaisei (reskinned model for WWII authenticity)rn rn Code has been commented in case you need to make changes.rn*/
rnrn
/*rn CVARSrn dod_paratrooper 0 - Enables or disables paratrooper modern dod_paratrooper_team 1 - Designates which team are paratroopers (Allies: 1 - Axis: 2)rn dod_paratrooper_gravity 0.09 - Sets falling gravity (Regular gravity is 1.0)rn rn CLIENT COMMANDSrn getorigin - Prints current user origin to console (for development)rn*/
rnrn
/*rn DEVELOPMENTrn Each map you'd like to have paratroopers enabled on must have its ownrn .ini file, named whatever the map name is with _para.ini at the end.rn For instance, dod_forest_para.ini for the map dod_forestrn rn The ini file should contain several lines of coordinates for the map.rn The development is actually extremely easy and takes about 3 minutesrn for each map. Simply bind a key to the console command "getorigin" andrn walk around the map finding spawn points. I reccomend about 16 pointsrn because day of defeat picks the point from top to bottom and doesn't rn use that many.rn rn Once you have selected all the points and pressed the getorigin bind forrn each one, copy and paste what was printed in your console to a text file.rn It should be about 16 lines of tri-coordinates (origins). These are your rn spawn points. Note, steam's "copy" function sometimes cuts off the lastrn few characters so make sure to check.rn rn To find the "sky" in your map, set sv_gravity to 0 and jump to the highestrn point on the map. Hit the getorigin bind and look at the third number in rn your console. Roam around the map and make sure the sky is equal in all rn areas. Some maps have them different, so make sure you choose the lowestrn one to be safe. Subtract about 5 from the lowest sky value to be safe andrn make the top line in your .ini file display it. For example if it were 417rn it would read: rn sky 417rn at the top of your ini file (on its own line). This means all of the spawnrn points you find do not have to be in the sky. This also means that you canrn theoretically use this plugin without parachuting - just to modify spawns.rn rn If this confuses you, look at the example .ini file that comes with this rn plugin for dod_forestrn*/
rnrnAttached inside zip file:rnparachute_khaki.mdl - The parachute modelrndod_paratrooper.amxx - The compiled pluginrndod_forest_para.ini - An example ini file for dod_forestrnrnOptional:rndod_paratrooper.sma - The source code

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
08-18-2006, 03:45 PM #2

I have helped "test", and being a skydiver myself, found this plugin to be extremely awesome !! I love this plugin, and I will be making alot of ini files (I have over 800 DOD maps) so if anyone wants an ini file made for them (if you have trouble figuring out how to make them) I would be glad to help...n ndod_avalanche http://customdod.com/amxx_plugins/para_ini/dod_caen_para.inindod_caen http://customdod.com/amxx_plugins/para_ini/dod_avalanche_para.inindod_forest http://customdod.com/amxx_plugins/para_ini/dod_forest_para.inin n

 n#include <amxmodx>n#include <amxmisc>n#define PLUGIN "dod_paratrooper_writeini"n#define VERSION "76.0"n#define AUTHOR "TatsuSaisei"nnew bool:ok2write = falsennew written = 0nnew mapname[64],mapininame[76]n npublic plugin_init()n{nregister_plugin(PLUGIN, VERSION, AUTHOR)nregister_concmd("write_para_origin", "write_origin") // For developmentnregister_concmd("write_para_toggle", "write_toggle") // For developmentn}n// For development purposesnpublic write_origin(id) n{nget_mapname(mapname,64)nformat(mapininame, 76, "%s_para.ini", mapname)nif(ok2write)n{nnew origin[3]nget_user_origin(id, origin)nclient_print(0,print_center,"PARATROOPER SPAWN #%d WRITTEN TO INI FILE - Gravity will return to normal shortly !!",++written)nclient_print(id, print_chat, "%i, %i, %i", origin[0], origin[1], origin[2])nlog_to_file(mapininame,"%i %i %i",origin[0], origin[1], origin[2])n}nelse write_toggle(id)nreturn PLUGIN_HANDLEDn}npublic write_toggle(id)n{nget_mapname(mapname,64)nformat(mapininame, 76, "%s_para.ini", mapname)nif (get_user_flags(id)&ADMIN_RCON && !ok2write) n{nnew origin[3]nget_user_origin(id, origin)nok2write = truenwritten = 0nserver_cmd("sv_gravity 0")nclient_print(0,print_center,"PARATROOPER SPAWN INI FILE BEING WRITTEN - Gravity will return to normal shortly")nlog_to_file(mapininame,"sky %i",origin[2] + 256)n}nelse if (get_user_flags(id)&ADMIN_RCON && ok2write)n{nok2write = falsenwritten = 0nserver_cmd("sv_gravity 800")nclient_print(0,print_center,"PARATROOPER SPAWN INI FILE WRITTEN - Gravity has returned to normal now !!")nlog_to_file(mapininame," ")nnew iniauthor[32]nget_user_name(id,iniauthor,32)nlog_to_file(mapininame,"dod_paratrooper ini file written by: %s", iniauthor)n}nreturn PLUGIN_CONTINUEn}n
TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
09-09-2006, 12:21 PM #3

gravity ? the default gravity on my server is 800 ?rnrnor does the default gravity you guys use refer to somthing else ? and not the sv_gravity ?rnrnI want to add this plugin but I`m unsure on the custom sky stuff.

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
09-09-2006, 12:55 PM #4

The gravity refers to when you are using a parachute, how quickly you fall. You have your own gravity while you are "parachuting"rnrnThe custom sky stuff...did you read the paragraph about development? What don't you understand?

TigerMan4
posted here
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Joined: Aug 2006
09-09-2006, 02:25 PM #5

I read it , you have to run about and see how tall the map is and then set , areas for the jump zone at said height. rnrnthen create a .ini file for each map you want to use the plugin.rnrnI wasnt sure if para maps allready had the jump inis , or if you had to make one for every map you want to use it on.rnrnthat being the case...I think I have to make an INI for every map I think.rnrnwhere do the INI files get placed ? (which folder >)

Wilson [29th ID]
started this thread
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Threads: 57
Joined: Oct 2005
09-10-2006, 12:24 AM #6

You have to make an ini file for every map you want to use it on (by the way, upload the ini files here so we can use them!)rnrnPut the ini files in amxmodx/configs/maps/

Box Cutter
posted here
Posts: 155
Threads: 7
Joined: Jun 2006
10-12-2006, 09:11 AM #7

I'm about to install this plugin and was curious if anyone had created a .ini file for dod_avalanche already to save me time. If so could you please post it. TIA.

nasa
posted here
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Threads: 5
Joined: Sep 2006
10-13-2006, 02:10 PM #8

sky 716rn174, 632, 0rn143, 629, 0rn-150, 702, 0rn-178, 684, 0rn-123, 464, 0rn-106, 442, 0rn-71, 226, 0rn-76, 192, 0rn-15, -13, 0rn10, -19, 0rn216, 63, 0rn-190, 199, 0rn-52, 279, 0rn-46, 287, 0rn47, 418, 0rn66, 421, 0rnrnHere is an dod_avalanche_para.ini filernrnCredits to TatsuSaisei who made it too me :DrnThanks dude

Box Cutter
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10-13-2006, 04:28 PM #9

Awesome, thank you nasa and TatsuSaisei.

Box Cutter
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Joined: Jun 2006
10-14-2006, 05:01 PM #10

This plugin is awesome and works great. I have tried it on Ava and Forest so far. I am excited to try this on other maps. Oh yeah and your getorigin works like I breeze. Still can't understand why using "status" was giving me all zeros but oh well I will be using this plugin to get the origin from now on.

P plogan64
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Threads: 3
Joined: Sep 2006
10-16-2006, 08:43 AM #11

I have it installed and running but don't see the parachute. Is it only visabvle to axis players on the way down? I have it set to allies on the parachute drop. Mdl is in models folder. Everything else is fine.

Box Cutter
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Joined: Jun 2006
10-16-2006, 08:55 AM #12

Both teams can see it, but only from a 3rd person prospective. The actual parachuter won't see his own chute.

W winice
posted here
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Threads: 0
Joined: Sep 2006
10-16-2006, 04:06 PM #13

were did i put the ini file because he dont run and he look very well can you help me ????

Wilson [29th ID]
started this thread
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Threads: 57
Joined: Oct 2005
10-16-2006, 04:23 PM #14

To answer the first 33% of your question, you put the ini file in your amxmodx/configs/maps directoryrnrnThe other 66% does not make any sense. I tried babelfish but it didn't translate to human. :-P

W winice
posted here
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Joined: Sep 2006
10-16-2006, 04:37 PM #15

you create a new dossier ? name maps in config ? but its what i do and i place the .ini in but no results im sorry im not intelligent lol !!!!!

Box Cutter
posted here
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Joined: Jun 2006
10-16-2006, 06:33 PM #16
you create a new dossier ? name maps in config ? but its what i do and i place the .ini in but no results im sorry im not intelligent lol !!!!!
rnrnyes you will be creating a folder (dossier as you stated) called maps in the configs folder so your path should look like amxmodx/configs/maps and you will place the _para.ini files in the maps folder.

diamond-optic
posted here
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10-16-2006, 07:47 PM #17
he dont run and he look very well
nnnlmfao :Dnnnthats great

tegu
posted here
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10-17-2006, 09:35 AM #18
|= TatsuSaisei;605']I have helped "test", and being a skydiver myself, found this plugin to be extremely awesome !! I love this plugin, and I will be making alot of ini files (I have over 800 DOD maps) so if anyone wants an ini file made for them (if you have trouble figuring out how to make them) I would be glad to help...
rnThink you could zip or rar those up and help a brotha out? I am a huge custom map fan here!

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-18-2006, 03:04 AM #19

question on the gravity.rnrnI see in dod_ninja it says low grav and the grav is 1.0 in the smarnrnthis plugin says that normal grav is 1.0rnrnwhat is the normal grav ? so I can fix the ninja plugin to not fly all over ?

=|[76AD]|= TatsuSaisei
posted here
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Joined: May 2005
10-18-2006, 09:38 AM #20
question on the gravity.n nI see in dod_ninja it says low grav and the grav is 1.0 in the sman nthis plugin says that normal grav is 1.0n nwhat is the normal grav ? so I can fix the ninja plugin to not fly all over ?
n Normal gravity is 1.0. It is the same in the dod_ninja plugin. In the ninja plugin the gravity is set to 0.2 when a player becomes a ninja and that is what is making them "fly" all over the place.... try 0.7 or 0.8n nGo back to the dod_ninja post for more explanation...

TigerMan4
posted here
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Threads: 37
Joined: Aug 2006
10-18-2006, 10:35 PM #21

thank you thank you

S Smiffy
posted here
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Joined: Nov 2004
11-05-2006, 01:50 PM #22

can we have a section where people can post the ini's for this plugins so that way it helps everyone and people can just look up the mapini they need for this plugin would save alot of time for us working people :Prn__________________

Wilson [29th ID]
started this thread
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Joined: Oct 2005
11-05-2006, 11:02 PM #23

Just reply to this thread and i'll put them in the initial post

S Smiffy
posted here
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Joined: Nov 2004
11-06-2006, 05:29 PM #24

huh? :P sorry im haveing a blonde day

Wilson [29th ID]
started this thread
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Joined: Oct 2005
11-06-2006, 11:36 PM #25

Whoever has ini files, reply to this thread with them and I will make a list in the initial post of this thread.

D Drek
posted here
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Threads: 6
Joined: May 2005
01-04-2007, 11:44 AM #26

I'd like ini files for the para maps, like dod_glider, dod_kraftstoff, dod_donner, dod_escape(?), dod_risk, if anyone knows that map, would probably make an amazing map for this because it is so wide open, for that one I would love an ini file with the Germans as paratroopers. If I get any of them done before someone else posts them, I'll post them.

D Drek
posted here
Posts: 78
Threads: 6
Joined: May 2005
01-04-2007, 11:59 AM #27
|= TatsuSaisei;605']I have helped "test", and being a skydiver myself, found this plugin to be extremely awesome !! I love this plugin, and I will be making alot of ini files (I have over 800 DOD maps) so if anyone wants an ini file made for them (if you have trouble figuring out how to make them) I would be glad to help...rn rndod_avalanche http://customdod.com/amxx_plugins/para_ini/dod_caen_para.inirndod_caen http://customdod.com/amxx_plugins/para_ini/dod_avalanche_para.inirndod_forest http://customdod.com/amxx_plugins/para_ini/dod_forest_para.ini
rnAre these configs set up with the Allies or the Germans as the paratroopers, or does it matter?

=|[76AD]|= TatsuSaisei
posted here
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01-04-2007, 01:24 PM #28

all Allies so far, noone has asked for Axis to be para yet... you want some Axis coordinates ??

D Drek
posted here
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Threads: 6
Joined: May 2005
01-04-2007, 01:29 PM #29

No, I'm fine, I did it myself, however, now I have a problem, neither this plugin, nor the mapsettings plugin are doing anything. They have both loaded, and I checked the cvars, but nothing has changed, the only thing that might have changed is the spawn points, but I'm not parachuting as an ally, and I wanted the teams to be para, but that isn't happening either. :(nnHere is a list of my plugins. Could the block exploits plugin be blocking the plugin's functionality?nn

dod_blockexploits14_176c.amxxndod_random_skymap.amxxndod_forceparticlefx.amxxndeagsmapmanage230b.amxxn;cdrive_botmod.amxxnemptyserver.amxxn;dodx_tk_manager.amxxndod_mapsettings.amxxndod_teammanager.amxxnidlekicker.amxxnclan_tag_checker.amxxnsaycmd.amxxnswear_filter.amxxndod_paratrooper.amxxndod_shellshock.amxxn;dod_staminahp_remake.amxxndod_tackle.amxxndod_fadetoblack.amxxndod_gore_custom.amxxndod_follow_the_wounded.amxx
nnServer Infon
AMD Athlon 1200n512MB SDRAMnDebian Sarge 3.1 stablenLinux 2.6.8.1 custom kernelnMetamod 1.19 p28nAMX Mod X 1.76c
nnA bit more information, I've turned off both of the plugins' functionality in my server.cfg, and am using a map specific config to turn it on. As I said, I checked the cvars, and they are set as per my map config file, so that is doing what it is supposed to.nnedit: I know what is happening now. The changes I put in the map config won't take place until I reload the map, which makes the plugins useless because I only want these plugins to be active on this map. How is it that other plugins work without having to reload the map?

S slayerx
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Joined: Aug 2006
01-05-2007, 06:11 AM #30

is it possible to have both teams para? i tried putting both cvars but its only working for allies

=|[76AD]|= TatsuSaisei
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01-05-2007, 08:31 AM #31
is it possible to have both teams para? i tried putting both cvars but its only working for allies
n nonly one team or the other may fall from the sky in any given map... but not both... yet....

D Drek
posted here
Posts: 78
Threads: 6
Joined: May 2005
01-05-2007, 02:43 PM #32

Well, I've got it working. If I put in the configs that it is always on, and only put the map ini file for the maps I want to use this on, after the first map changes, it works perfectly. I still think there is something screwy that needs to be fixed, but I am happy for now, and I love the plugin.

Zor
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01-08-2007, 02:16 PM #33

Moved post from Drek to a new thread:nnhttps://www.dodplugins.net/forums/showthread.php?t=588n

S slayerx
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01-09-2007, 07:24 PM #34

i tried the parachute plugin but took it off a day later ....i was disapointed that only one team can parachute and not both, and also ...with bots if your spawn points are all around the map as soon as you spawn bots blow you away and people get pissed and the server never fills so i took it off for now ...might try it again some time later....as for the mortar its pretty ..i put limits to two on each team and only 8 shells so people dont spam

=|[76AD]|= TatsuSaisei
posted here
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01-09-2007, 08:01 PM #35
with bots if your spawn points are all around the map as soon as you spawn bots blow you away and people get pissed and the server never fills so i took it off for now
n nso make a new spawn points ini file... so players spawn in places safe from bots....

S slayerx
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01-10-2007, 02:38 AM #36

There is no open space safe from bots unless it is in the normal spawn location......and why use parachute if your just spawning in the same old place ....i had people droppin into red rooms at middle at second everywhere because realistic wise people would not always meet there targeted landing site and would drop in the middle of combat :P

D Drek
posted here
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Joined: May 2005
01-15-2007, 02:42 PM #37

What I did was kept all my spawn points on the spawning team's side of the map. Some spawns were in the old spawn area, some a bit further out, and so on up to close to the half-way point on the map. This preserves some of the push play style of the map while still changing it enough to make it interesting. I find it is both an advantage and a disadvantage for the parachuting team. There is a chance you will spawn farther forward, but you don't spawn instantly, and you are vulnerable in the air. I like it - makes things interesting without destroying the balance of the map.

{SR} *Raggy*
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02-03-2007, 11:29 AM #38

I've been trying to get this plugin to work on only one map on my server and that is dod_crazyjump... How would I go around doing that... Do I have to get the ini files? I've seen this on a server I realy love on the very same map and the spawn areas aren't changed... How would I do that without changing the spawn points?rnrnGod I hate when I have to ask questions like this... I always feel stupid to ask these questions...

=|[76AD]|= TatsuSaisei
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02-03-2007, 12:25 PM #39
I've been trying to get this plugin to work on only one map on my server and that is dod_crazyjump... How would I go around doing that... Do I have to get the ini files? I've seen this on a server I realy love on the very same map and the spawn areas aren't changed... How would I do that without changing the spawn points?n nGod I hate when I have to ask questions like this... I always feel stupid to ask these questions...
n nFor this plugin you DO need to use an ini file... the point of this plugin is for an auto chute to deploy... you have no control over its deployment.... therefore you would HAVE to move the spawn points to in the air away from the high landing... otherwise simply use the amxx ported parachute plugin that lets you use the USE button to deploy a chute...

{SR} *Raggy*
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02-03-2007, 01:29 PM #40

I'm guessing that's on the amxx forums... I'll have a look at that anywayz... Thanks for that Tatsu

=|[76AD]|= TatsuSaisei
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02-03-2007, 02:07 PM #41
I'm guessing that's on the amxx forums... I'll have a look at that anywayz... Thanks for that Tatsu
rn rnno just buried on page 2 here....rn rnhttps://www.dodplugins.net/forums/showthread.php?t=259

S Sneaker
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08-07-2007, 01:18 AM #42

Im new at this and still dont get it. Can someone contact me and work me through it. Once I understand how to do it, it will be a breeze. I installed everything and type in console. When I type getorigin while in forest it shows 3 origins. But dont know what else to do. Please help. I have been dying to use this plug in. Thanks........

Wilson [29th ID]
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08-07-2007, 11:23 AM #43

No, it shows one origin - 3 coordinates.rnX, Y, and Z.

K knife108
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08-22-2007, 10:53 AM #44

L 08/22/2007 - 18:58:03: [AMXX] Run time error 10 (plugin "dod_paratrooper.amxx") - debug not enabled!rnL 08/22/2007 - 18:58:03: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).rnrnshould i enable the debug mode on dod_paratrooper.amxx ?rnrnand will it increase the CPU load ?

diamond-optic
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08-22-2007, 06:26 PM #45

enabling debug on one or two plugins or so should not cause any performance issues...nnand it will greatly help to solve the error (as it will tell exactly what and where in the plugin its happening)

P Price [508th PIR]
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07-12-2008, 06:45 AM #46

I have sturm and charlie ini files but i cant post attachments.

P Price [508th PIR]
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07-17-2008, 02:37 PM #47

Wilson, is there a way to make it random? Because with us being a realism unit, all my guys HATE spawning in the same exact location over and over again....

J John Rambo [508th PIR]
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Joined: Jul 2008
07-18-2008, 06:52 PM #48

Does this make the Allies models Paratroopers? Cause I'm looking for something that does that

D dlambert1989
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Posts: 24
Threads: 2
Joined: Dec 2006
07-22-2008, 11:03 AM #49

To make a team paras you have to get the Map Settings plugin.

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