yes, i seen his post after i posted mine, LOLDaggolin wrote:You were too late triforce. Boothand was faster. :p
g_saberDmgVelocityScale is in 1.03 and 1.04, and when is enabled, this make players fly back from saber attacks like 1.02 modeDaggolin wrote:But ye, I think the ways Boothand described are your best options. But the bots still get knock back, which might be what you want. If not, there might be a cvar for it. I know 1.04 has one for sabers and I know 1.02 was different regarding that - I am just not sure if 1.02 had one for weapons&saber or none at all. For 1.03 I don't know either. Might have been something like g_saberDmgVelocityScale on 1.04 (and maybe 1.03). I am not on the pc, so I can't look anything up right now, but I can do that sometime when I am on the computer.
g_saberDmgVelocityScale is how much u get "fly" when someone hit u, if the saber do a little damage ur player gets only a little "jump" if is a high damage u get a "higher jump" or "fly" from the actual position, idk how to explain, but is like 1.02Kameleon wrote:As I remember g_saberDmgVelocityScale is only related to the Damage, while g_knockback is related to the knockback Can't remember if g_saberDmgVelocityScale has a slight effects on knockback too though, but not as far as I recall
Code: Select all
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
Code: Select all
if (mod == MOD_SABER)
{
VectorScale (dir, (g_knockback.value * (float)knockback / mass)*g_saberDmgVelocityScale.integer, kvel);
}
else
{
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
}
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);