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!