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Weapon Physics [v2.1] (Nomexous)


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kp_uparrow
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Join Date: Jun 2006
Location: 192.168.0.1
Old 02-03-2008 , 01:14   Re: Weapon Physics (Nomexous)
Reply With Quote #21

i failed to move dead bodies,

i detected explosions by sound emits, then find entites in sphere
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R@tch3t
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Old 02-03-2008 , 03:34   Re: Weapon Physics (Nomexous)
Reply With Quote #22

Yamik, that's is a good suggestion, however, if i was able to "Compile it locally" I would have. Thanks for the upload Nomexous, R@tch3t.

# Weapon bouncing: # Explosions propel items # Armoury_entities: These features work as written. I kinda like it, Nomexous.
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Last edited by R@tch3t; 02-03-2008 at 04:57. Reason: words,plugin
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iknowiz58
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Join Date: Sep 2006
Old 02-03-2008 , 12:38   Re: Weapon Physics (Nomexous)
Reply With Quote #23

do this make lieflat useless? or can you use both and work their specific functions
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Stixsmaster
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Old 02-03-2008 , 13:36   Re: Weapon Physics (Nomexous)
Reply With Quote #24

I wonder when a weapon gets hit by an explosion and then shoots through the air...will it either just go straight through you or will it take your head off if it is moving fast enough?

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Nomexous
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Join Date: Oct 2007
Old 02-03-2008 , 13:51   Re: Weapon Physics (Nomexous)
Reply With Quote #25

Quote:
Originally Posted by iknowiz58 View Post
do this make lieflat useless? or can you use both and work their specific functions
No, Lie Flat still works, just not as well. It seems that after guns are thrown around by an explosion, they don't take the angle of the floor unless they land on a slope. I suspect it's because I changed the movetype of the weapons; makes FM_Touch less sensitive, I guess.
Quote:
Originally Posted by Stixsmaster View Post
I wonder when a weapon gets hit by an explosion and then shoots through the air...will it either just go straight through you or will it take your head off if it is moving fast enough?
At the moment, the flying guns ignore players. I suppose I could make them do damage, but how annoying would it be to be killed by a flying glock?
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kp_uparrow
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Join Date: Jun 2006
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Old 02-03-2008 , 16:44   Re: Weapon Physics (Nomexous)
Reply With Quote #26

flying guns dont have enough energy to hurt much
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Stixsmaster
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Old 02-03-2008 , 21:21   Re: Weapon Physics (Nomexous)
Reply With Quote #27

yea see it would be nice if they did atleast a little damage to add more realism to them...they dont have to necessarily eliminate the opponent or the person they hit...

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Ser_UFL
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Join Date: Feb 2008
Old 02-04-2008 , 05:40   Re: Weapon Physics (Nomexous)
Reply With Quote #28

Nomexous, wau !!!
Sorry, I'm bad in English...

Quote:
At the moment, the flying guns ignore players. I suppose I could make them do damage, but how annoying would it be to be killed by a flying glock?
Maybe, it is necessary to make, that the flying weapon stole up the player?

Really to make, that dead players flew away from explosion?
And how about that the weapon flew away from a shot in it?
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Rafael
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Join Date: Dec 2007
Location: localhost
Old 02-04-2008 , 14:04   Re: Weapon Physics (Nomexous)
Reply With Quote #29

I've had some problems when trying to compile it locally. I'm using AMXX 1.76d and already downloaded the Ham Sandwich Module, but the plugin refuses to compile. Can you please tell me where to place EACH file? In modules.ini I included a module called "hamsandwich". Is that correct?

Sorry for the ignorance. Tried to find answers for this before posting, but no success.

Thank you!
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Nomexous
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Join Date: Oct 2007
Old 02-04-2008 , 18:27   Re: Weapon Physics (Nomexous)
Reply With Quote #30

Did you put hamdata.ini in the configs folder? And did you try the compiled version first?
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