Garry's Mod

Garry's Mod

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Simplified Damage Push Force
   
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Content Type: Addon
Addon Type: Effects
Addon Tags: Fun, Realism
File Size
Posted
Updated
2.722 KB
9 Oct, 2024 @ 5:10am
18 Apr @ 1:18am
2 Change Notes ( view )

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Simplified Damage Push Force

In 1 collection by Coffee Man
Coffee Man's Gameplay-Enhancing Addons
71 items
Description
Effect addon for Garry's Mod. Replaces Source Engine's default push methods for props and ragdolls with simplified variations using LUA.

Effects aren't very noticeable but they can be used to slightly enhance gunfight effects during certain specific moments.





Features:
  • a_ragdoll_push 1 - Enable Simplified Damage Push Force.

  • a_ragdoll_pushforce 2000 - Default value for pushing ragdolls, change it if you're unhappy with it.

  • a_prop_pushforce 2000 - Default value for pushing props, change it if you're unhappy with it.

  • When the player or a NPC attacks a ragdoll or prop, the push force is now universal for every single weapon. A Handgun, a SMG, a Rifle, whatever, will have the same amount of push force.

  • Combine NPCs are now able to knock down physics objects you hide behind, since the push force is universal for every weapon.

  • Since Shotguns fire multiple traces at once, the push force can be stacked up to 5 times, to keep the punchiness of shotguns, but also to prevent shotguns from making physics objects fly to the orbit with one shot.

  • Unlike how Source does it, the push force applied on a ragdoll is applied only on the limb it's attacked, and nowhere else. This also has the side effect of fixing addons such as mighty foot engaged when you kick a ragdoll and the push force is applied on an incorrect limb.

  • phys_pushscale will NOT affect ragdolls and props anymore. However, it will still affect NPCs when they're killed. You can now tweak phys_pushscale values to control how much you want a NPC to be pushed when they're killed.




Limitations:
  • Originally I also wanted to affect the push force when you kill a NPC, but couldn't manage to make it work in this sh*tass engine. For now, using phys_pushscale to control it is a good alternative.




Credits: