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MyPhysics v0.3.1


  
 
 
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Plugin Info:     Modification:   ALL        Category:   Gameplay        Approver:   Emp` (115)
Simon Logic
Senior Member
Join Date: Nov 2006
Location: RF
Old 03-01-2007 , 08:59   MyPhysics v0.3.1
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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)
Attached Files
File Type: sma Get Plugin or Get Source (myphysics.sma - 3092 views - 20.3 KB)
__________________
my modest stuff: AXN 1.6.1 | plugins | bsp2csdm

Last edited by Simon Logic; 01-24-2008 at 09:10. Reason: updated to 0.3.1
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