MyPhysics v0.3.1
1 Attachment(s)
Features (RUS):
* any mod (preferably CS/CZ) * AMX/X 1.7x or higher * Fakemeta module New cvars: ([CS] means cvar is available under CS/CZ mod only) * [CS] my_accelerate <float> (default=10) overrides sv_accelerate value; 0 - turn off (use original gameplay restricted value) 5 - turn off also (read the note section below) * [CS] my_stopspeed <float> (default=100) overrides sv_stopspeed value; 0 - turn off (use original gameplay restricted value) 75 - turn off also (read the note section below) * [CS] my_friction <float> (default=4) overrides sv_stopspeed value; 0 - turn off (use original gameplay restricted value) 4 - turn off also (read the note section below) * my_falldamage <num> (default=10) 0 - no damage at all -1 - off (default gameplay rules) * my_safefallspeed <num> (default=580) * my_raisedamage <num> (default=5) * my_saferaisespeed <num> (default=190) * my_fallimpulse <float> (default=1.0) 1.0 - make the player below the same damage as falldamage (true physics) 0.5 - make the half of falldamage 10.0 - make 10x more of falldamage (if max_health is 100 & my_falldamage is 10, it will kill any player below) 0.0 - turn impulse damage off * [CS] my_maxspeed <float> (default=-1) sets constant player's maxspeed no matter what weapon type is used; applied on game start & when player has changed his weapon during the game -1 - turn off (use original gameplay algorithm) Notes:
* consider helmet presence on head bump (under CS/CZ only) * make 'my_fallimpulse' to work when my_falldamage is -1 Credits: * VEN for couple of fakemeta_util functions * KRoT@L for his AMX NoBuy - Fall Damage plugin which was a starting point for my plugin History: 0.3.1 [2007-03-04] ! fixed half-broken implementation of unlocking cvars + added a huge description on how to work with unlocking cvars ! fallimpulse damage now considers mp_friendlyfire value ! fallimpulse kill scoring now considers teamplay rules + added 'my_maxspeed' cvar ... (see .sma file for full changelog) |
Re: MyPhysics v0.3.0
Looks great. Nicely done. Only thing I can suggest is that you change
Code:
public cmdFullupdate() Code:
return PLUGIN_HANDLED_MAIN Will approve in 1 day. Letting people see it in New Submissions. |
Re: MyPhysics v0.3.0
amazing plugin, tested and it worked
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Re: MyPhysics v0.3.1
Updated to 0.3.1.
Those who has downloaded 0.3.0 strongly recommend to update. Now you can make exactly the same physics as it was in HLDM =) Changelog: ! fixed half-broken implementation of unlocking cvars + added a huge description on how to work with unlocking cvars ! fallimpulse damage now considers mp_friendlyfire value ! fallimpulse kill scoring now considers teamplay rules + added 'my_maxspeed' cvar Emp`, thanx for approvement. Your code sample was considered, tested & implemented ;) |
Re: MyPhysics v0.3.1
2connorr (may be interesting to others): yep, i'm gonna to update this plugin to support HS module, cause i need an appropriate log for PsychoStats on fall kill but HLDM will not be supported then.
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Re: MyPhysics v0.3.1
Can someone explain those cvars, tried tweaking them to get less damage from jumping for my hns servers, however no luck so far.
* my_safefallspeed <num> (default=580) * my_raisedamage <num> (default=5) * my_saferaisespeed <num> (default=190) |
Re: MyPhysics v0.3.1
my_safefallspeed means player's max downward z-velocity exceeding which the my_falldamage damage is guaranteed on landing.
my_saferaisespeed is almost the same but for head bumping on ceiling i.e. upward z-velocity is considered (damage quantity is taken from my_raisedamage cvar in this case). |
Re: MyPhysics v0.3.1
Thanks Simon, any chance to "* make 'my_fallimpulse' to work when my_falldamage is -1" anytime soon ?
It is awesome for Hide'n'Seek servers! Also please take a look at this idea http://forums.alliedmods.net/showthread.php?t=80327, I think you have the needed skills to code it. |
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