Features (RUS):- unlocks sv_accelerate, sv_stopspeed & sv_friction restrictions to default values under CS/CZ
- allows to customize fall damage & safe fall speed (you can make the game like in HLDM when mp_falldamage = 0) - this feature should override plugin No Fall Damage by v3x
- adds damage on head bump (customizable)
- adds damage to a player on what you've just falled: you can damage him or kill him & that frag will be counted (also customizable)
Requirements:
* 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:- when working with my_accelerate, my_stopspeed & my_friction
you must understand that if you init them with default gameplay
values it's assumed like you disable custom values
(e.g. 'my_accelerate 5' and 'my_accelerate 0' are identical).
You can't set back custom value just by changing my_ cvar only cause
you must set appropriate sv_ cvar to ANY non-standard value to trigger
unlock (i.e. set my_accelerate to 10 first, then set sv_accelerate
to any value, except 5. After that any changing of my_accelerate will
trigger sv_accelerate to synchronize its value until you set
my_accelerate to 0 or 5). You can freely set custom values directly
via sv_ cvars (they won'e be reseted) after you've set custom value
like decribed above but my_ values won't be synchronized in this case.
So you see that they are used as initial values mostly. Thus i recommed
you set custom values via my_ cvars only.
- side effect of unlocking physics cvars is occurrence of bunny jump
TODO:
* 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)