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


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Posted (edited)

ZIPLINE

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

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:

  • 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

Edited by ZooL

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