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VPhysics


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-25-2010 , 12:55   VPhysics
Reply With Quote #1

Hello again people,

Just a quick post to show off what I've been working on recently.
I haven't had time to write up a single shred of documentation yet and the reason I'm posting this in this state is to get an idea on what developers want and so the more advanced people can have a play with it.

All the natives map to corresponding functions in vphysics_interface.h from the HL2SDK, these are different for each game. So if you want to see what Valve have to say about a functions (there are only comments for a few though), grab the version of this file from the SDK for the engine you are using and have a read.

Instructions:
  1. Grab everything from zip file attached.
  2. Look at this to see the functions available.
  3. Look at this for some examples.
  4. Make cool stuff.

Download
Supports all games on all platforms.

Thanks to Drunken_F00l and his SourceOP plugin for the ideas behind this and for the code snippet to get started.

Extension Source Code

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Last edited by asherkin; 03-05-2018 at 15:38. Reason: 8 years later, include the demo video
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javalia
Senior Member
Join Date: May 2009
Location: korea, republic of
Old 08-25-2010 , 12:58   Re: [PREVIEW] VPhysics
Reply With Quote #2

what a greate job! i will try it
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Sammy-ROCK!
Senior Member
Join Date: Jun 2008
Location: Near Mrs.Lag
Old 08-25-2010 , 13:13   Re: [PREVIEW] VPhysics
Reply With Quote #3

Nice!
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Death [GER]
Senior Member
Join Date: Mar 2010
Old 08-25-2010 , 14:52   Re: [PREVIEW] VPhysics
Reply With Quote #4

1. To get the .sp script to work you have to add this
Code:
#include <sdktools>
Thats needed for GetClientAimTarget()

2. Working on Windows for HL2MP, some functions seem to crash the server on specific props

Last edited by Death [GER]; 08-25-2010 at 15:03.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-25-2010 , 20:53   Re: [PREVIEW] VPhysics
Reply With Quote #5

Quote:
Originally Posted by Death [GER] View Post
1. To get the .sp script to work you have to add this
Code:
#include <sdktools>
Thats needed for GetClientAimTarget()
When I get home I'll sort out a Mercurial repo to store this and fix that.

Quote:
Originally Posted by Death [GER] View Post
2. Working on Windows for HL2MP, some functions seem to crash the server on specific props
Do you know of any maps containing any props that crash?
As you can see my *_all commands loop through all physics entities and I was using these extensively on dm_lockdown (same as you, windows hl2mp).

One thing I forgot to mention, a lot of the Is* natives don't do anything on the EP1 engine and will print an error to the console and return false.
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Last edited by asherkin; 08-25-2010 at 20:57.
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exvel
SourceMod Donor
Join Date: Jun 2006
Location: Russia
Old 08-25-2010 , 15:04   Re: [PREVIEW] VPhysics
Reply With Quote #6

Coool
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 08-25-2010 , 21:32   Re: [PREVIEW] VPhysics
Reply With Quote #7

Ninja'd. I was working on the same thing :p
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javalia
Senior Member
Join Date: May 2009
Location: korea, republic of
Old 08-25-2010 , 23:06   Re: [PREVIEW] VPhysics
Reply With Quote #8

Quote:
Originally Posted by Afronanny View Post
Ninja'd. I was working on the same thing :p
than u guys should work together lol
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Death [GER]
Senior Member
Join Date: Mar 2010
Old 08-26-2010 , 11:21   Re: [PREVIEW] VPhysics
Reply With Quote #9

Well i think it wasnt actually props but prop_vehicle_drivables I typed !freeze_all, shot one of the vehicles with physcannon and the server crashed. Hope this helps you =)
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DieTeetasse
Senior Member
Join Date: Jul 2009
Old 08-27-2010 , 07:37   Re: [PREVIEW] VPhysics
Reply With Quote #10

Tested follow versions and all seems to work:
- Left 4 Dead 2 Windows
- Left 4 Dead 2 Linux
- Left 4 Dead 1 Linux

Tested the commands: sm_flip, sm_nograv_all, sm_grav_all, sm_freeze_all and sm_unfreeze_all.

But in all version it seems that these commands not affect all "physical" entities. Computer monitors, cans, some boxes and all the trash on the ground will not be affected in both Left 4 Deads.
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Last edited by DieTeetasse; 08-27-2010 at 07:41.
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