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awa202

base jumping parachutes

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howdy

does anyone know of an addon allowing u to run and jump off tops of buildings and activate the parachute? like base jumpin.

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Don't know about that, but you could script it easy enough. You could acctually do this with out scripts.

put a parachute on the map name it para and in the init line put:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos[getpos this select 0,getpos this select 1,+9999]

Make a trigger that activates on radio alpha then put in the on activation line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">para setpos[getpos player select 0,getpos player select 1,getpos player select 2];player MoveInDriver para

to use it just jump off the building and press the radio alpha in the radio menu. You can also make it fancier by making the parachute slow you down from the speed your falling or make it face the direction you are when it opens, but this should work.

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The only one I know of is the one in SwissMod (I remember getting the BAS chinook to hover about 2000m up, then walking out the back, automatically going into a HALO animation, then pulling the chute just before I hit the ground.)

I havn't seen any stand-alones though. huh.gif

SwissMod

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FDF mod has nicely working parachutes, can't remember how well they work with a building (jumping off from one...) though...

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that would be some extreme shit  biggrin_o.gif

i remember a danish clan that made some para glider addon where you could steer the parachute.

hope it can be made sometime, would be fun to be sniping off enemies from the roof and then jumping off and parachuting and running off. Would be awesome for some james bond styled missions seriously here  thumbs-up.gif

i think a action menu item would be better than to use the radio cause it takes a few extra seconds to use the radio and there might only be split seconds before you hit the ground.

would be cool if it could be made to see if player is above 30 m height then you get the action menu item visible.

yeah bas chinook can be fun to stand and snipe from but don't try to at weapon stuff from it cause it will make you fall down rofl.gif and if height is big enough you'll die tounge2.gif

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philcommando released a nice steerable parachute that works rather nicely. You could probably add an action item to spawn the chute after you jump off a great height or something similar.

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laser is working on some HALO troops as well - althought not base jumpers per say, the concept is the same

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The only one I know of is the one in SwissMod (I remember getting the BAS chinook to hover about 2000m up, then walking out the back, automatically going into a HALO animation, then pulling the chute just before I hit the ground.)

Look maybe directly to the FDF 1.4 they've fixed the MP bug with HALO jumpers. Our Swissmod units use the FDF script but the old version (not well working in MP). For basejump, it's the same. I use to play around with our units climbing on a radio tower, jump, open, land, pack, and climb again... Working fine except that you shouldn't forget to activate the opening of your chute... whistle.gif

All the best! wink_o.gif

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It would be interesting to see a sprint and jump animations that get activated by action menu. Mix that with a HALO unit or script and it would look the part for base jumping.

The only problem I could see is the mixing of whatever animations pack the player is using and the sprint animation because of the weapons position even if it gos into "safe".

They could be useful to jump from building to building too, as long as it looks realistic ofcourse.

... I think I'm the only one who is going to understan what I just said, lol  biggrin_o.gif

Regards.

@CERO.

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After reading @cero's post, I popped in the mission editor to try something out. Interestingly enough, setvelocity doesn't work on human-type objects. sad_o.gif

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Lol, I tryed that too.

The problem about base jumping is that the unit falls close to the building or cliff, doing the walking animations, so it can't look to good, at list there was a way to lunch the unit some distance to simulate the actual jumping. This without customs animations will look horrible anyway.

I'm sure that I seen a jumping script somewhere thou.

Regards.

@CERO.

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With some trig, you could just use a fast-looping setpos to simulate a forward jump, with some custom playMoves thrown in for good measure.

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After reading @cero's post, I popped in the mission editor to try something out. Interestingly enough, setvelocity doesn't work on human-type objects. sad_o.gif

superman icon_rolleyes.gif

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With some trig, you could just use a fast-looping setpos to simulate a forward jump, with some custom playMoves thrown in for good measure.

Wouldn't that teletransport the unit to each looped possition? it would have to be very well timed, and I doubt that the animations would be able to kick in at all between one setpos to another. It would look like some kind of "Matrix" camera effect, lol, could look good in an intro or something.

It sounds like a good principle anyway.

Regards.

@CERO.

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Yup, setpos would do a teleporting thing, but if you update the loop fast enough it should get the idea across well enough. As for the animations, they aren't interrupted with a setpos, so the same playMove will continue playing throughout the setpos loop.

What could be done to make sure the loop updates fast enough is to kick in an external camera once the player activates the action. So, the player is sprinting towards the edge of a skyscraper, he hits the action, and the script activates setAccTime 0.25, kicks up an external camera a couple meters in front of the player, starts the animation, and proceeds into the setpos loop.

Should be doable. Might dick around with that if I have some time. tounge2.gif

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Maybe activating that throught the action menu?

If the custom action appears only when the unit is running it will stop cluttering in the action menu, and it will not make possible to jump from a walking or motionless animation, more realistic then. Then if we can have the chute action during jumping it will stop the player from opening the chute in an undessired or not suitable situation.

I'll see if I have time to work something out, I doubt it, but I'll try.

Regards.

@CERO.

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