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Module: Parachute (not fake)


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guipatinador
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Old 07-07-2012 , 13:53   Re: Module: Parachute (not fake)
Reply With Quote #11

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 ?
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Last edited by guipatinador; 07-07-2012 at 15:48.
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Neeeeeeeeeel.-
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Old 07-07-2012 , 15:49   Re: Module: Parachute (not fake)
Reply With Quote #12

Good job, I will try it.
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DjOptimuS
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Old 07-08-2012 , 06:26   Re: Module: Parachute (not fake)
Reply With Quote #13

parachute opens too late....i have same complaints.

Thank you.
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claudiuhks
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Old 07-08-2012 , 07:55   Re: Module: Parachute (not fake)
Reply With Quote #14

Quote:
Originally Posted by joropito View Post
not fake thing: there was a fake parachute module with slowhack to forward players to some server

FNullEnt: it just check for entity equal to null. I prefer to check for less or equal zero. It's just different opcode, and don't change anything at asm code level.
It's more easy for people to understand the code.
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.
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Old 07-09-2012 , 00:09   Re: Module: Parachute (not fake)
Reply With Quote #15

As others said, parachute opens like 2 seconds late (At least on windows version).
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DjOptimuS
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Old 07-09-2012 , 03:02   Re: Module: Parachute (not fake)
Reply With Quote #16

Quote:
Originally Posted by Neeeeeeeeeel.- View Post
As others said, parachute opens like 2 seconds late (At least on windows version).
I can confirm the same thing on linux build.
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joropito
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Old 07-09-2012 , 10:10   Re: Module: Parachute (not fake)
Reply With Quote #17

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.
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Old 07-09-2012 , 12:31   Re: Module: Parachute (not fake)
Reply With Quote #18

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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Last edited by xakintosh; 07-09-2012 at 12:32.
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claudiuhks
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Old 07-09-2012 , 14:18   Re: Module: Parachute (not fake)
Reply With Quote #19

No. Changing punchangle or v_angle.
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Old 07-09-2012 , 19:40   Re: Module: Parachute (not fake)
Reply With Quote #20

Maybe you can add a cvar to open (or not) the parachute after jump...
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Last edited by Neeeeeeeeeel.-; 07-09-2012 at 19:50.
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