RSSy MYGO.pl Opublikowano Luty 28, 2017 o 01:19 RSSy Udostępnij Opublikowano Luty 28, 2017 o 01:19 Classic Movement This plugin brings back movement as it was in Quake or Half Life 1 based games. It feels and behaves almost exactly like the original.Features: Wallstrafing (Proper) Strafe jumps Bunnyhopping Jumping while being fully crouched Double ducking Small speedboosts when changing direction Whatever movement results by combining any of these above This thread only contains a short overview. The full documentation is on GitHub.If you plan to use it, I highly recommend reading the full documentation. Installation:Place classicmovement.smx into your "addons/sourcemod/plugins" folder.Cvars: Spoiler The configuration file is located at "cfg/sourcemod/plugin.classicmovement.cfg" and will be autogenerated when the plugin is loaded for the first time. Code: // Enable/Disable Classic Movement.cm_enabled "1" // Allow users to jump automatically by holding jump. Also useful for manual hopping.cm_allow_autohop "1" // The maximum speed players can reach. -1 for unlimited.cm_speedcap "-1.0" // Allow double ducking.cm_doubleduck "1" // Allow jumping while being fully crouched.cm_duckjump "1" // Virtual frametime (in seconds) to simulate a higher tickrate. 0 to disable. Negative values or values higher than 0.015 have no effect. The default resembles a tickrate of 100.cm_frametime "0.009" // Show speedometer by default.cm_speedo "0" // Whether or not to use a nicer speedometer HUD.cm_use_nice_hud "1" // Speedometer HUD color. Syntax: cm_hud_color "R G B". Works only if cm_use_nice_hud is enabled.cm_hud_color "255 255 0" User commands: Spoiler The settings of the following commands are stored across sessions using cookies. Code: // Toggle speedometer (on/off)sm_speed [on|off] // Toggle autohopping (on/off)sm_autohop [on|off] // Set FOV to a custom value (allows higher values than 90). Passing "reset" rather than a number will reset the FOV (after respawn).sm_fov <number|reset> Tweaking:See hereInterpolation: This plugin uses interpolation to simulate higher tickrates. This is important because you need at least 100 fps for proper bunnyhopping, but TF2 servers are locked at a tickrate of 66.66666, which makes you mostly lose speed rather than gaining speed. This is also what makes existing bunnyhop plugins feel "not right". Down in the video section you can find a comparison video of bunnyhopping with and without interpolation. You can control the simulated tickrate by specifying a frametime using the cm_frametime cvar. The frametime is calculated like this: For example, for tickrate 100: Note that it doesn't feel 100% like a real server at this tickrate. Sometimes you have to tweak the frametime a bit to get closer to the original. For example, a frametime of 0.009 feels more like tickrate 100 than the actual frametime of 0.01. To deactivate this functionality (why would you?) set cm_frametime to 0. Frametimes higher than 0.015 (66.66666) don't make sense because that's the same frametime the server runs at. Doing this anyway or setting a negative frametime will disable interpolation.See here for a more in-depth explanation and usage instructions.Further notes: See here I only tested the plugin with TF2, it might work with other games, too Bugs/Issues:None (for now).Videos: The following videos demonstrate the features of this plugin in comparison to the original Half-Life Bunnyhopping Interpolation Wallstrafing Double ducking Changelog: Code: 1.0.0 (2017-02-28) * Initial release Attached Files Get Plugin or Get Source (classicmovement.sp - 26.3 KB) Wyświetl pełny artykuł Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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