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[CS:GO] Zipline - Simple Titanfall / Apex Legends style VScript ziplines

  • ZooL
  • July 29, 2021 at 6:13 PM
  • ZooL
    • July 29, 2021 at 6:13 PM
    • #1

    ZIPLINE

    Simple Titanfall / Apex Legends style VScript ziplines for CS:GO

    [Blocked Image: https://cdn.discordapp.com/attachments/48…2/Animation.gif]

    GIF of ziplines in action.

    Features:

    • Simple usage, make a move_rope, name it with '_s' as a postfix, make another, name it the same but with '_e' as the postfix, you've got a zipline.
    • Can choose if they work in both directions or only one ('_e' for both ways, '_ee' for one way).
    • Ability to instantiate ziplines on the fly (if you know what you're vscripting, check main.nut).
    • Can be configured (speed, height, func_button distance, jumping off / dropping manually).
    • Ability to Jump off the zipline or Detach (Crouch) like in Titanfall/Apex.
    • Quadratic movement for rope slacking (thanks ficool).
    • Template zipline pole and arm models.
    • Uses existing Danger Zone sounds.
    • Very lite game string table impact.
    • Anti player stuck.
    • Example map

    Usage:[/u]

    • Unzip to the location of your choice (CS:GO folder or Project folder)
    • Insert the zipline_core.vmt instance in your map, set the Entity Name Fix Up to None
    • Create a zipline with two move_rope, one named yourzipline_s, the other yourzipline_e or yourzipline_ee
    • Turn off SmartEdit on the '_s' and add a KeyValue named health with a value corresponding to your curvature
    • Test it in-game
    • You can test new health curve values with this console command until it's right:
      • script zip_setCurve("yourzipline", X)
    • Assign the new health value
    • Make more ziplines
    • Pack your BSP

    How does it works?

    The VScript will find every move_rope corresponding to the start of a zipline ('_s' suffix) and will find its exit ('_e'), then will spawn func_buttons along that rope.

    It gets the direction of each starting move_rope, their curvature value, etc.. then stores them afterwards.

    Once a player press Use on a spawned func_button, that button will retrieve its zipline parameters and make the player move toward their desired direction (forward or backwards) in a loop until they press Jump / Crouch or arrive at their destination.

    Players that were on a zipline check if there's a player inside them until there isn't, if there is, they'll be pushed backwards on the zipline to get unstuck.


    Tips:

    • Be careful where you put ziplines, players are 32 HU large and 72 HU high, if they're placed too low they'll get stuck inside the floor.. ziplines have a height offset too, then there's the curvature on top of that.
    • You can change the speed and other settings in scripts/vscripts/zool/zipline/config.nut

    Issues:

    • There's no animations for players on a zipline, they'll just float bellow them.
    • No clue if hitboxes are correct while being teleported but they're likely fine.
    • It's possible to miss the zipline if you're inside the func_button you're trying to press.

    Enjoy!

    Zipline.zip

    Files

    Zipline.zip 4.77 MB – 212 Downloads
  • blackdog
    • August 3, 2021 at 1:27 PM
    • #2

    Awesome for Danger Zone ?

  • will2k
    • August 5, 2021 at 11:53 AM
    • #3

    [Blocked Image: https://media.giphy.com/media/l0HlCxkeIRGTztKww/giphy.gif]

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