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:
hl_weapon_physics
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Plugin Info:
Modification:
Category:
Turanga_Leela
Junior Member
Join Date: Nov 2010
09-01-2012 , 08:32 hl_weapon_physics
#
1
HL Weapon Physics
Autor:
Turanga_Leela
Version:
v0.6 [23.07.2012]
Description
Quote:
For Mods
:
hl
/
cs
/
csz
Add physics in to the game
. Tested on win7 & linux
Attention
- All plugin options in - *.inc
When plugin start 1st time - config file will be added automatically (addons/amxmodx/configs/hl_weapon_physics.ini). In it blocked classes list
(1 class only! for 1 config line, for cs/csz auto add "grenade")
Cvars
Quote:
hl_ArmouryEntityCount
-
1
// cs/csz : ent's count in - "armoury_entity"
hl_PhysicsDefaultGravity
-
2.0
// default gravity
(can be different)
hl_ThrowSpeedMultiple
-
13
// speed multiple on throw... ->
+ "
e
" button
Macros
Quote:
#define Half_Life
// hl || cs/csz (game switch)
#define BREAKABLE_REFLECT
// "func_breakable" breakable reflect on players & monsters
#define PUSH_MONSTERS
// push & damage
#define ADMIN_FLAGS ADMIN_IMMUNITY
//admin flags - menu access "armoury_entity" - (ADMIN_IMMUNITY | ADMIN_BAN) ...
#define SOUNDS_ON
// ...
#define WEAPON_THROWING_ON
// Throwings ON (RECOMMENDED!
)
#define SPRITE "sprites/arrow1.spr"
// sprite - WEAPON_THROWING_ON
#define TRAILS_ON
// trails on WP throw (+e)
Options bellow -> only for CS / CSZ
#define zBot_on_server
// ON - if zBot on server (works on "cs/csz" ONLY!) plugin needed - "hamsandwich_zBot_FIX" (if need - ask me)
#define CLCMD_COMMAND "hl_WeaponPhysics_Menu"
// clcmd - menu call
#define ARMOURY_ENTITY_RANDOMIZER
// ...
#define PHYSICS_RENDERING
// ...
#define SHOOT_GRENADES_ON
// Cs/Csz
#define MESSAGE_ON
// chat message, when grenade exploded by shot. Cs - Csz Only! (shoot grenades)
Const
Quote:
#define VECTOR_SUB
2.5
// vector[2] sub - on ground check
#define SEARCHING_RADIUS
5.0
// physics ent's searching radius
#define MAX_REFLECT_A_VELOCITY
192.0
// [0] && [2]
#define MAX_VELOCITY_MULTIPLE
2.5
// speed multiple [0] && [1] on dmg taken, if entity on angled ground!
#define MAX_DAMAGE_RECEIVED
255.0
#define AVAILABLE_MOVETYPE
(1 << MOVETYPE_TOSS)
// can be - (1 << MOVETYPE_TOSS | 1 << MOVETYPE_FLY) ...
#define MAX_REFLECT_VELOCITY
192.0
// max vel[2] jump power
#define DAMAGE_DIVIDER
0.032
// dmg multiple by shot
#define SOUND_HIT
0.5
// hit volume
#define SOUND_TOUCH
0.25
// touch volume
#define GROUND_TRACE_RESULT
0.65
// ground_trace[2] - high angle ground type
#define BLOCK_SOUND_BY_SPEED
128.0
// min speed to emit sound on touch
#define COUNTS_TO_RESET
6
// touch counts to -> hl_extensions (physics reflect)
#define PEV_DATA_SLOT
pev_iuser2
// hl_extensions -> data, contain touch counts
#define PEV_GROUND_TYPE
pev_iuser3
// ground type info -> '4' values, look -> // Ground type
#define PEV_JUMP_REDUCE
pev_iuser4
// add velocity or not, depend from: 1)ground type 2)attacker
#define PEV_GROUND_DATA
pev_vuser3
// entity ground data - contain ground trace result -> TR_vecPlaneNormal
Utube
-
http://www.youtube.com/watch?v=ZIV7Ukq7QqQ
PS
Special thanks:
unnamed
, for support. And
noo00oob
&
Vlamis
bug test
Code & idea taken from "Weapon Physics" и "Lie Flat" by "Nomexous" (now 2 in 1 for hl & cstrike/csz)
Attached Files
files.zip
(150.9 KB, 1319 views)
sources.zip
(14.3 KB, 1324 views)
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