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[L4D2] Jockey jump


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Fleepster99
Senior Member
Join Date: Apr 2010
Old 05-19-2010 , 18:39   Re: [L4D2] Jockey jump
Reply With Quote #31

Thanks again can you add the ability to climb ladders whilst on humans please would very much appreciate it thanks!!
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Zoeylicious
Member
Join Date: Oct 2010
Old 10-21-2010 , 13:11   Re: [L4D2] Jockey jump
Reply With Quote #32

hello

path: ./player/jockey/voice/attack/jockey_loudattack01_wet.wav
baseuser.cpp (431) : Assertion Failed: couldn't find entrypoint 'GetBaseUserDir'
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 11-26-2010 , 11:45   Re: [L4D2] Jockey jump
Reply With Quote #33

Hello Teetasse
I have a question regarding x,y,z values. You use exactly 1 cvar for the z-force. The jockey jumps straight up in the air. I want the jockey to not only jump upwards but also forwards. I saw that you added the float value from the corresponding cvar into the z-coordinate. If I added the value 300 to the first (x) coordinate would this let him jump forward too?
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DieTeetasse
Senior Member
Join Date: Jul 2009
Old 12-06-2010 , 11:34   Re: [L4D2] Jockey jump
Reply With Quote #34

No, because the velocity corresponds to the global map axes and not to the local player.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 12-07-2010 , 07:16   Re: [L4D2] Jockey jump
Reply With Quote #35

I searched for jockey cvars and put these into my cfg files:
//Jockey
sm_cvar z_jockey_stagger_speed "5.0" //def 2.0
sm_cvar z_jockey_min_mounted_speed "1.5" //def 0.6
sm_cvar z_jockey_control_max "0.9" //def 0.8
sm_cvar z_jockey_control_min "0.9" //def 0.8

Being able to control the human at a degree of 90% instead of only 80% and speeding up the mounted_speed increases the horizontal distance during the jump a little. Not as much as I wanted but better than nothing.

Last edited by Skorpion1976; 12-07-2010 at 07:32.
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empty152
Junior Member
Join Date: Jan 2011
Old 01-24-2011 , 09:09   Re: [L4D2] Jockey jump
Reply With Quote #36

hi i have that problem

[SM] Plugin encountered error 25: Call was aborted
[SM] Native "SetFailState" reported: Jockey jump will only work with Left 4 Dead 2!
[SM] Displaying call stack trace for plugin "l4d2_jockey_jump.smx":
[SM] [0] Line 72, /home/groups/alliedmodders/forums/files/5/6/3/1/5/63876.attach::OnPluginStart()
[SM] Loaded plugin l4d2_jockey_jump.smx successfully.

my server is l4d2 can someone help me?
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nestor0082
Junior Member
Join Date: Feb 2011
Old 03-18-2011 , 13:37   Re: [L4D2] Jockey jump
Reply With Quote #37

This plugin works great, thank you very much! no bugs detected
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maxRut3k
Junior Member
Join Date: Oct 2011
Old 10-19-2011 , 13:47   Re: [L4D2] Jockey jump
Reply With Quote #38

lol how to use it ?
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maxRut3k
Junior Member
Join Date: Oct 2011
Old 10-19-2011 , 13:48   Re: [L4D2] Jockey jump
Reply With Quote #39

what to press
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worminater
Member
Join Date: Jun 2011
Old 12-04-2011 , 13:01   Re: [L4D2] Jockey jump
Reply With Quote #40

Good plugin thanks. Works a charm and is good to insta kill ragers with setting hte force high (although I have to mod the plugin to get rid of the notification).

Question though, I'd like to change the sound to a tank or witch, but amending the path to point to those doesn't create any sounds. Could you let me know how, or create a version that allows tank/witch sounds?
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