[CS:GO] func_vehicle progress

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AMMO
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Re: [CS:GO] func_vehicle progress

Post by AMMO » Wed Jul 23, 2014 7:57 pm

▒█▄░▒█ ▀█▀ ▒█▀▀█ ▒█▀▀▀   ▒█░░▒█ ▒█▀▀▀█ ▒█▀▀█ ▒█░▄▀
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Check my work:
AWP | GraFF http://steamcommunity.com/sharedfiles/filedetails/?id=
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AMMO
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Re: [CS:GO] func_vehicle progress

Post by AMMO » Wed Jul 23, 2014 11:45 pm

This was in the latest CS:GO update from Valve:

Fixed a crash on round end/restart or player spawn if a player was parented to another entity that was cleaned up.
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Re: [CS:GO] func_vehicle progress

Post by Spherix » Thu Jul 24, 2014 4:33 am

NO FUCKING WAY! Whaaaat. I wasnt home last night and I am only just at work. I haaaave to get home and try this out >_>
NIPPER wrote:that's because VALVE SOFTWARE DOESN'T CARE ABOUT CAR MAP PEOPLE

They care!

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Re: [CS:GO] func_vehicle progress

Post by Spherix » Thu Jul 24, 2014 12:14 pm

FUNC_VEHICLE IS NOW!

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Re: [CS:GO] func_vehicle progress

Post by Dr Lecter » Thu Jul 24, 2014 12:36 pm

praise be to the func
Because, since you don't know me, there is a great possibility that I'm on an higher intellectuel level then you are on.
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Re: [CS:GO] func_vehicle progress

Post by AMMO » Thu Jul 24, 2014 12:50 pm

NIPPER get to work. You've been waiting for this day for 10 years!
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Re: [CS:GO] func_vehicle progress

Post by NIPPER » Thu Jul 24, 2014 1:18 pm

The day when someone got physbox parenting and scripting to work? Not quite, pretty sure people had that working in CS:S too.

I WILL ACCEPT NOTHING LESS THAN FULL FUNC_VEHICLE

░░░░░░██▄
░░░░░░█░█
░░░░░█░░█
█▄▄▄█░░░░░██
█░ Valve░░░░░░█
█░░Add This,░░░█
█░ Please!!! ░░░░█
█░░And Give,░░░█
█░░me one░░░░
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Re: [CS:GO] func_vehicle progress

Post by Spherix » Fri Jul 25, 2014 4:19 am

func_vehicle will always be superior, but I don't expect them to add that in though. I was already amazed that they fixed this bug. I've got some minor things to iron out, but I expect to have one or two maps playable by the weekend.
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Re: [CS:GO] func_vehicle progress

Post by tehENEMY » Fri Jul 25, 2014 4:26 am

The people have spoken and the people demand purple penis cars.
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Re: [CS:GO] func_vehicle progress

Post by KoD » Fri Jul 25, 2014 2:32 pm

If I can figure out how to eliminate this damn physbox inertia i'd be in the gold
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Re: [CS:GO] func_vehicle progress

Post by NIPPER » Fri Jul 25, 2014 5:54 pm

Any chance of a tutorial or sample vmf for this func_vehicle lite?
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Re: [CS:GO] func_vehicle progress

Post by KoD » Fri Jul 25, 2014 6:25 pm

I'll throw the vmf your way (soon). I believe I have the handling about down utilizing some override parameters: ~ inertia,30,damping,0.5,rotdamping,2

There's still some issues such as player screen snapping when reparenting the !activator to the vehicle.
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Re: [CS:GO] func_vehicle progress

Post by tehENEMY » Fri Jul 25, 2014 8:24 pm

Image
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Re: [CS:GO] func_vehicle progress

Post by Spherix » Sat Jul 26, 2014 10:00 am

Enable physics box: can collide with players, fall through vehicles.
Disable physics box: cannot collide with players, driver stays in place.

Volvopls

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Re: [CS:GO] func_vehicle progress

Post by AMMO » Thu Jul 31, 2014 6:50 pm

Status report?
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