[L4D & L4D2] Costly Sprint / Dash v2.2 [22-December-2022]
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Re: [L4D & L4D2] Costly Sprint / Dash v1.0 [9-November-2022]
i assume if use OnPlayerRunCmd, you can deny shift buttons effect by buttons &= ~IN_SPEED and make it more smoothly.
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Re: [L4D & L4D2] Costly Sprint / Dash v1.0 [9-November-2022]
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and when remove the IN_SPEED, movement will causes screen stuttering, i guess this problem from Network Latency Prediction. in comparison, L4D_OnGetWalkTopSpeed work not bad here. the alternative solution is using NetProp m_flLaggedMovementValue, but it causes stuttering at dashing stop, and some jump to air problem, i was seen Silvers fix that problem on [L4D & L4D2] Weapons Movement Speed, im trying learn from that :C |
Re: [L4D & L4D2] Costly Sprint / Dash v1.1 [13-November-2022]
update, now smoothy movement work no bad when set *_mode 1 and *_tap 1
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Re: [L4D & L4D2] Costly Sprint / Dash v2.0 [13-December-2022]
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finally updated stamina mode, to instead hurt mode, if stamina used up, survivor speed gets down
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Re: [L4D & L4D2] Costly Sprint / Dash v2.2 [22-December-2022]
It's a bit weird having to see someone "sprint" while using the walking animation though, would be nice if it was just the normal running animation instead, i know it doesn't matter as much in firstperson but in thirdperson looks kinda meh, either way pretty neat sprinting system though.
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