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Realchute - Ya, another parachute plugin

by Vet · 2008-04-10 · 10 replies · 15012 views · 271 downloads

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From the first post

UPDATED 4/11/08 - 2:15pm CDT
rn
rnThis is another parachute plugin. I feel this one provides a lot more realism than most other parachute plugins I've seen.
rn-------------------------------------------------------------------
rnPrimary differences:
rn1) You must use the command ripcord to deploy your parachute (not the USE key). Most players bind a key to the command (ex: bind "x" "ripcord").
rn2) Its a one shot parachute. Once you pull the ripcord, you're committed. No more detaching, repacking redeploying etc.
rn3) You must be 'catching air' for the chute to deploy. Otherwise it will malfunction.
rn4) It uses a model named realchute.mdl. The model must be in the dod/models/ folder. The model provided is common one. But I scribbled out the gayass 'Whee I'm flying'.
rn
rnSee THIS THREAD for more info.
rn
rnUser Commnads:
rnripcord - starts the parachute deployment
rnsay /chute - reports the status of YOUR chute
rnsay /chutes - reports the status of the plugin
rn
rnAdmin Command:
rnamx_realchute <0|1|2|?> (command access level 'h' required)
rn 0 - Plugin disabled
rn 1 - Plugin enabled, 1 chute per life (default)
rn 2 - Plugin enabled, unlimited chutes
rn ? - Command help
rn
rnCVar:
rnrealchute_ctrl <0|1|2> (see above)
rn---------------------------------------------------------------------
rnps, it also runs on CS
rn
rnEnjoy
rn
rnUPDATED 4/11/08 - 2:15pm CDT
rnAdded fullupdate command protection (Thanx Wilson).

Files

realchute.zip Archive 64 KB 146 dl Download
realchute.sma Plugin Source 8 KB 100 dl Download Compile

Added later in the thread

ripchute_H.sma Plugin Source 8 KB 25 dl Download Compile

The thread

All 11 posts from 5 people on Realchute - Ya, another parachute plugin, kept as they were written.

Vet
started this thread
Posts: 229
Threads: 24
Joined: Oct 2006
04-10-2008, 06:21 PM #1

UPDATED 4/11/08 - 2:15pm CDTrnrnThis is another parachute plugin. I feel this one provides a lot more realism than most other parachute plugins I've seen.rn-------------------------------------------------------------------rnPrimary differences:rn1) You must use the command ripcord to deploy your parachute (not the USE key). Most players bind a key to the command (ex: bind "x" "ripcord").rn2) Its a one shot parachute. Once you pull the ripcord, you're committed. No more detaching, repacking redeploying etc.rn3) You must be 'catching air' for the chute to deploy. Otherwise it will malfunction.rn4) It uses a model named realchute.mdl. The model must be in the dod/models/ folder. The model provided is common one. But I scribbled out the gayass 'Whee I'm flying'.rnrnSee THIS THREAD for more info.rnrnUser Commnads:rnripcord - starts the parachute deploymentrnsay /chute - reports the status of YOUR chuternsay /chutes - reports the status of the pluginrnrnAdmin Command:rnamx_realchute <0|1|2|?> (command access level 'h' required)rn 0 - Plugin disabledrn 1 - Plugin enabled, 1 chute per life (default)rn 2 - Plugin enabled, unlimited chutesrn ? - Command helprnrnCVar:rnrealchute_ctrl <0|1|2> (see above)rn---------------------------------------------------------------------rnps, it also runs on CSrnrnEnjoyrnrnUPDATED 4/11/08 - 2:15pm CDTrnAdded fullupdate command protection (Thanx Wilson).

Wilson [29th ID]
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04-11-2008, 07:41 AM #2

Vet, looks great. You should consider packaging the model I used in DoD Paratrooper as it's actually not only removed the text but reskinned to be WWII accurate (beige not green) :PnnBy the way, typing "fullupdate" in the console will probably give you another chute here as you've hooked ResetHUD to give a chute, and fullupdate activates that. You should use dod_client_spawn() instead.nnKeep up the good work m8 - this one blows the one I made away realism wise.

Vet
started this thread
Posts: 229
Threads: 24
Joined: Oct 2006
04-11-2008, 11:16 AM #3

Ya, I DO use your chute model on the plugin we use on our server. Your chute is definately more realistic for DOD. I have another version of this plugin that gives the player a different chute depending on what team your on. Kinda neat, and only takes a few more lines of code.rnrnI'm not familiar with 'fullupdate' at all. Guess I'll have to do a little research.rnrnI used the older spawn detect method mainly so it would work with other mods (like CS). Maybe I should just do a separate plugin for each.rnrnThanks for the input.

Wilson [29th ID]
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Joined: Oct 2005
04-11-2008, 12:46 PM #4

The most compatable way would be to keep it how it is, then register_clcmd for FullUpdate and block it..or set a global boolean when it's executed and unset it a second later, and check the boolean before proceeding with the code in the player_spawn function

Vet
started this thread
Posts: 229
Threads: 24
Joined: Oct 2006
04-11-2008, 02:05 PM #5

Good idea. I can't believe that after all this time of writing plugins that I didn't know anything about the fullupdate exploit. Guess I got some work to do.

Vet
started this thread
Posts: 229
Threads: 24
Joined: Oct 2006
04-13-2008, 11:28 AM #6

BTW, using the HamSandwich forward:rnRegisterHam(Ham_Spawn, "player", "player_spawn", 1)rnto detect player spawning seems to work pretty well. I noticed that when using a simple 'fullupdate block', it affects demos somewhat. So maybe Ham is a better alternative.

H Hood [10th MD]
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04-14-2008, 10:27 PM #7

that's awesome!nbind e "+use; ripcord" ftw!nngreat work, no more cheating to make small jumps down stairs silent.

U Unleashed108
posted here
Posts: 21
Threads: 2
Joined: May 2008
06-02-2008, 07:21 AM #8

is there anyway that you can attach a plugin, that gives you a bar down the bottom or something, that can reload the chute? so you can jump several times after lets say 30sec or something? Might be hard but just a suggestion :confused:

Vet
started this thread
Posts: 229
Threads: 24
Joined: Oct 2006
06-02-2008, 11:17 AM #9

It could be done without too much trouble. If anything, I thought about freezing the player (unable to move or shoot) for 30 sec. while he was repacking.rnrnBut when you think about it, many times, players don't get the opporitunity to use their chute at all, let alone multiple times. And, in the interest of preserving some degree of realism, I figure the typical soldier wouldn't have a clue as to HOW to repack a chute. So for now, I plan on leaving it like it is. But you're certainly welcome to modify the code to do that.

diamond-optic
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06-02-2008, 01:28 PM #10

dont soldiers usually pack their own chutes tho...nntho i would agree that its probably totally unrealistic that a soldier would land and repack their chute and go into battle with it lol

U Unleashed108
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Joined: May 2008
06-03-2008, 03:28 AM #11

now that i think about it your right, this is good, only if it was available for dod 1.3

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