Rainbow Six 3 is a tactical shooter game DEVELOPED by UBI. The game is a first person shooter based on Tom Clancy's best selling novel by the same name. The game has two expansion packs, Athena Sword and Iron Wrath. The plot of Ravenshield is fully explained by Wikipedia (Tom Clancy's Rainbow Six 3). Basically it is all about an elite anti-terrorist group called Rainbow Six, a team bent on foiling the Neo-Facist terrorists doing damages on South American oil interests and European financial institutions.

Post news Report RSS Twilight's Rainbow Six Jumping Mod

From the get-go, the only stances that the Rainbow Six player can perform are STAND, CROUCH,, and PRONE. With Twilight's mod, the player can now JUMP too!

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I have ceased to stop being amazed by Twilight's ingenuity! He is indeed a master developer/coder. He has now come up with another exciting mod which enables the Rainbow Six player to JUMP! And as usual, he makes the mod basic and simple to install. The JUMP MOD consists of a README, a TEXTURES, and an *.INI system files. The only changes that you have to make are in your Ravenshield.mod file. Click here for more information - RVSGaming Forum.


The CODE for the mod files are given below:

SJPawn.uc

code:
//super jump: this class lets us not die from falling

class SJPawn extends R6RainbowPawn;

//no death, just stop falling
event Landed(vector HitNormal)
{
   m_bIsLanding = true;
   acceleration = vect(0,0,0);
   velocity = vect(0,0,0);
}

//BASIC HOUSEKEEPING
defaultproperties
{
   m_eArmorType=ARMOR_Light
   Mesh=SkeletalMesh'R6Rainbow_UKX.LightMesh'
   Begin Object Class=KarmaParamsSkel Name=KarmaParamsSkel725
      KConvulseSpacing=(Max=2.200000)
      KSkeleton="terroskel"
      KStartEnabled=True
      bHighDetailOnly=False
      KLinearDamping=0.500000
      KAngularDamping=0.500000
      KBuoyancy=1.000000
      KVelDropBelowThreshold=50.000000
      KFriction=0.600000
      KRestitution=0.300000
      KImpactThreshold=150.000000
      Name="KarmaParamsSkel725"
   End Object
   KParams=KarmaParamsSkel'R6Characters.KarmaParamsSkel725'
   Skins(0)=Texture'R6Characters_T.Rainbow.R6RLight'
   Skins(1)=Texture'R6Characters_T.Rainbow.R6RLightHead'
   Skins(2)=FinalBlend'R6Characters_T.Rainbow.R6RGogglesFB'
   Skins(5)=Texture'R61stWeapons_T.Hands.R61stHands'
}

SJController.uc

code:
//super jump: this class lets us jump when standing

class SJController extends R6PlayerController config(SuperJump);

var bool bUp,bDown;
var config float jump,multi;

//replication tells the server what movement we need
replication
{
   reliable if ( Role < ROLE_Authority )
   JumpMe;
}

//prevent posture lowering when jumping
exec function LowerPosture()
{
   if ( m_pawn.Physics == PHYS_Falling )//don't change posture in mid jump
   return;
   super.LowerPosture();
}

//jump when we press raise posture but are already standing
exec function RaisePosture()
{
   if ( m_pawn == none )//no pawn
   return;    
   if ( m_bSpecialCrouch > 0 )//fluid peek
   return;    
   if ( m_pawn.Physics == PHYS_Falling )//don't change posture in mid jump
   return;
   // prevent player from raising posture a second time if already in the process of doing so.
   if ( ( m_pawn.m_bPostureTransition &amp;&amp; !m_pawn.m_bIsLanding ) || ( m_pawn.m_bIsProne &amp;&amp; ( m_Pawn.EngineWeapon != none ) &amp;&amp; R6AbstractWeapon(m_Pawn.EngineWeapon).GotBipod() &amp;&amp; m_bLockWeaponActions ) || ( m_pawn.m_bIsProne &amp;&amp; m_pawn.m_bChangingWeapon ) )
   return;
   if ( m_pawn.m_bIsProne )
   {
      aForward = 0;
      aStrafe = 0;
      aTurn = 0;
      pawn.acceleration = vect(0,0,0);
   }
   if ( m_pawn.m_ePeekingMode == PEEK_fluid )
   {
      // check if can raise
      if ( !m_pawn.AdjustFluidCollisionCylinder(0,true) )
      {
         return; // cannot raise
      }
      m_pawn.AdjustFluidCollisionCylinder(0);
      ResetFluidPeeking();
   }
   if ( m_bCrawl )
   {
      // prone --> crouched
      m_bCrawl = false;  
      bDuck = 1;
      // stop peeking when doing the posture transition
      if ( m_pawn.m_ePeekingMode == PEEK_full )
      SetPeekingInfo( PEEK_none, m_pawn.C_fPeekMiddleMax );
   }
   else if ( bDuck == 1 )
   {
      // crouched --> upright
      bDuck = 0;  
      R6Pawn(Pawn).CrouchToStand();
   }
   else//jump
   {
      JumpMe();
   }
}

//sp only
exec function SetJump(int j)
{
   jump = j;
}

//sp only
exec function SetMulti(int j)
{
   multi = j;
}

//replicated jump function
simulated function JumpMe()
{
   local vector JumpVelocity;
   JumpVelocity.Z = jump;//tweak this for jump height
   Pawn.SetPhysics(PHYS_Falling);//physics need to change
   Pawn.Velocity =  (Pawn.Velocity * multi) + JumpVelocity;//added current velocity to jump velocity for directional jumping
   Pawn.Acceleration = vect(0,0,0);
}

defaultproperties
{
   jump=1400.00
   multi=2.50
}
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