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[L4D & L4D2] Hunter Cull Jump in Versus


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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 02-20-2010 , 12:54   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #11

Its not that hard if you insist.

Change

PHP Code:
    projectedPos[2] = clientEyePos[2] + (force * (Sine(DegToRad(clientEyeAng[0])))); 
to

PHP Code:
    projectedPos[2] = clientEyePos[2] + (force * (Sine(DegToRad(45.0)))); 
or something like that, 45 angles upward seems about right.
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Visual77
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Join Date: Jan 2009
Old 02-20-2010 , 14:00   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #12

Thanks, works now. I will have to change the force cvar so it works better

Last edited by Visual77; 02-20-2010 at 14:24.
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Cuthbert
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Join Date: Nov 2009
Old 02-23-2010 , 17:40   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #13

Quote:
Originally Posted by Visual77 View Post
Thanks, works now. I will have to change the force cvar so it works better
Any chance you could post the plugin you derived from this one, with the limits removed? I'd love to use it.

Last edited by Cuthbert; 02-23-2010 at 19:05.
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Visual77
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Old 02-24-2010 , 16:26   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #14

Well, it isn't working as good as in coop mode. I tried to get walljump working by changing the timer for ResetJumpDelay to a really low value. That did work but did however make the hunter get the ability to jump higher and higher, eventually up to the sky's surface. If you go lower then 1.5, you can even hold left click and it will jump automaticly without a click needed.

This is the version with the defualt settings, allowing you to jump freely,
unfortunelty it does not allow you to walljump. Maybe Atomicstryker can give his knowledge on that part.

Last edited by Visual77; 11-30-2011 at 13:08.
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AtomicStryker
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Old 02-24-2010 , 17:37   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #15

Not sure its even possible.

If at all, youd need to use SDKHooks and a "Touch" Hook with entity 0 for world.
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Cuthbert
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Join Date: Nov 2009
Old 02-25-2010 , 11:29   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #16

Ah cool, thanks -- I'll try it out when I get home.

As for the possibility of making the wall-jump work like it does for the normal pounce, I would think it is possible since I used it that way in the Demo. But just being able to pop it off freely from a standing position will be great.

I'm curious about how the jump works with the reset value even lower, sounds kind of neat actually. Is it really a game wrecker?
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AtomicStryker
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Old 02-25-2010 , 11:37   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #17

Thats because the demo was coop mode.

You can have your beloved jump anytime, just do sm_cvar mp_gamemode coop
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Cuthbert
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Join Date: Nov 2009
Old 02-26-2010 , 16:25   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #18

So that cvar will apply the Coop rules for the jump to Versus mode...?

The adapted plugin (Visuall77's) is pretty sweet, I kind of like the zany range of the jump. It makes the Hunter much more mobile (appropriately so).

One issue to note is that without a timer on the ability immediately following spawn, the player Hunter is pretty likely to leap forward without meaning to. Another issue, this one being a holdover from the original plugin, is that the Hunter sometimes can't execute the jump after being shoved off of a Survivor.
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AtomicStryker
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Old 02-27-2010 , 06:14   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #19

You want the Hunter to leap while staggering?

No. Just no.
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Cuthbert
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Join Date: Nov 2009
Old 02-27-2010 , 17:43   Re: [L4D & L4D2] Hunter Cull Jump in Versus
Reply With Quote #20

That's not what I'm talking about...it's a bug. Once the Hunter's able to move around freely, he's still unable to jump. This happens only some of the time, and the problem goes away after a random interval.

I'm still wishing you could wall-jump using this.

Last edited by Cuthbert; 03-05-2010 at 13:46.
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