Re: Module: Parachute (not fake)
Thanks, I was looking for this some time ago (not fake :))
I will test it. EDIT: Parachute open too late (~2sec). EDIT2: joropito can you recompile with 1sec ? |
Re: Module: Parachute (not fake)
Good job, I will try it.
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Re: Module: Parachute (not fake)
parachute opens too late....i have same complaints.
Thank you. |
Re: Module: Parachute (not fake)
Quote:
There is a different thing: FNullEnt != 0 checks whether g_engfuncs.pfnEntOffsetOfPEntity is not null. ENTINDEX > 0 checks whether g_engfuncs.pfnIndexOfEdict is higher than zero. By the way, FNullEnt works with entities from -99999999 to 99999999 without crashing server. |
Re: Module: Parachute (not fake)
As others said, parachute opens like 2 seconds late (At least on windows version).
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Re: Module: Parachute (not fake)
Quote:
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Re: Module: Parachute (not fake)
I see nobody checked the source code. Yes, the parachute open after you have a minimum fall speed.
Why? Because you can't open the parachute just after you jump! That would be a mess... (in real world xD). Also using this method you can't open parachute when you do a normal jump while running. I will not make a few changes. I will wait to have more interesting requests then I will update the module. |
Re: Module: Parachute (not fake)
Maybe you can add little FOV effect to be more fun ( https://forums.alliedmods.net/showthread.php?t=3674 ), and maybe you can make the legs of player to be before him ( http://hdbox.bg/uclip.php?id=4573 )
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Re: Module: Parachute (not fake)
No. Changing punchangle or v_angle.
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Re: Module: Parachute (not fake)
Maybe you can add a cvar to open (or not) the parachute after jump...
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