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johnyx
Junior Member
Join Date: Jan 2013
Old 01-27-2013 , 14:50   physics
Reply With Quote #1

Hello all.have a q?for cs:go how on this functions?
Unknown command "sv_turbophysics"
Unknown command "phys_pushscale"
need it for move props realy need.
others players have no way if any create prop "sofa" he just a rock))
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weas
Senior Member
Join Date: Dec 2012
Old 01-27-2013 , 15:43   Re: physics
Reply With Quote #2

ZR CS:GO physics no supported! CS:GO physics new engine!! ZR physics old

Last edited by weas; 01-27-2013 at 15:45.
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johnyx
Junior Member
Join Date: Jan 2013
Old 01-27-2013 , 16:06   Re: physics
Reply With Quote #3

realy? say me plz why ZR work stable on cs:go engine? and not work just two cvars this easy to create and rebuild ZR for 3.2 ver. weas you maybe dont know how create this and my question not for small member just for ZR creator i can create any plugin but i work for stability my servers not have much time

Last edited by johnyx; 01-27-2013 at 16:13.
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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 01-27-2013 , 16:19   Re: physics
Reply With Quote #4

These are now hidden so you need to change them through the sm_cvar command ("sm_cvar sv_turbophysics 1"). Note that these cvars are listed in zombiereloaded.cfg too. Comment them out if you adjust these elsewhere.

If you're playing official CS: GO maps this won't work, because the props were changed into static props. It might be possible to use the Stripper:Source plugin to change the prop type back into prop_physics_* types, if the plugin still works in CS: GO.
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Last edited by rhelgeby; 01-27-2013 at 16:22.
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Jargon
SourceMod Donor
Join Date: Jun 2012
Location: Sydney, Australia
Old 01-27-2013 , 16:50   Re: physics
Reply With Quote #5

New zombie maps made for CS:GO all use prop_physics_overrides and prop_physics_multiplayer so for playing Z:R these settings are fine
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johnyx
Junior Member
Join Date: Jan 2013
Old 01-27-2013 , 16:52   Re: physics
Reply With Quote #6

ye i know now big thx but need any other this in server.cfg
sm_cvar sv_turbophysics 1
//sv_turbophysics 1
sm_cvar phys_pushscale 15
sv_pushaway_force 3000
//sv_pushaway_force 30000 // How hard physics objects are pushed away from the players on the server.
sv_pushaway_min_player_speed 75 // If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_pushaway_max_force 1000 // Maximum amount of force applied to physics objects by players.
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Jargon
SourceMod Donor
Join Date: Jun 2012
Location: Sydney, Australia
Old 01-27-2013 , 16:58   Re: physics
Reply With Quote #7

You might need sm_cvar infront of more, I use this as a reference:
https://forums.alliedmods.net/showthread.php?t=186668

Anything with "Locked Cvar" in front of it, like the lot below, needs to be prefixed with sm_cvar:
Code:
Locked Cvar: sv_pushaway_clientside - Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Locked Cvar: sv_pushaway_clientside_size - Minimum size of pushback objects
Locked Cvar: sv_pushaway_force - How hard physics objects are pushed away from the players on the server.
Locked Cvar: sv_pushaway_max_force - Maximum amount of force applied to physics objects by players.
Locked Cvar: sv_pushaway_max_player_force - Maximum of how hard the player is pushed away from physics objects.
Locked Cvar: sv_pushaway_min_player_speed - If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
Locked Cvar: sv_pushaway_player_force - How hard the player is pushed away from physics objects (falls off with inverse square of distance).

Last edited by Jargon; 01-27-2013 at 16:59.
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johnyx
Junior Member
Join Date: Jan 2013
Old 01-28-2013 , 01:26   Re: physics
Reply With Quote #8

Dear creators of plugins thank you very much for your answers, the text was difficult to find on the internet, and you have helped all in need of these commands.

Last edited by johnyx; 01-28-2013 at 01:27.
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