FortisVir
Newbie
- Joined
- Jul 11, 2003
- Messages
- 401
- Reaction score
- 0
This info has been posted on other sites, but I haven't seen a topic on this at halflife2.net yet. Maybe this is old news to some of you, whatever.
First off, you need the physgun mod, otherwise known as the jbmod
In the console, there are several commands you can modify that start with "phys_gun". (where x indicates a variable number)
"phys_gunforce xex" - Modifying this command will allow you to pick up massive objects. The default value is 5e5. I found that setting it higher to something like 15e15 would let me pick up a lot heavier stuff - like big arse boulders
I havn't found a connection between the number before the e and after the e. Even when trying values like 10e40 or 50e5.
"phys_gunvel x" Default value is 400. This command modifies how quickly the gun can move things around. Set it to 10 and it'll seem like you're trying to pick something up through jelly. Setting it to 800 lets you get even a massive object over your head pretty quickly. But if you set it too high, the objects start to spin rapidly, just acting crazy in general.
I also tried messing with "phys_gunmass x" and "phys_guntorque", but didn't see any noticeable effects.
First off, you need the physgun mod, otherwise known as the jbmod
In the console, there are several commands you can modify that start with "phys_gun". (where x indicates a variable number)
"phys_gunforce xex" - Modifying this command will allow you to pick up massive objects. The default value is 5e5. I found that setting it higher to something like 15e15 would let me pick up a lot heavier stuff - like big arse boulders
I havn't found a connection between the number before the e and after the e. Even when trying values like 10e40 or 50e5.
"phys_gunvel x" Default value is 400. This command modifies how quickly the gun can move things around. Set it to 10 and it'll seem like you're trying to pick something up through jelly. Setting it to 800 lets you get even a massive object over your head pretty quickly. But if you set it too high, the objects start to spin rapidly, just acting crazy in general.
I also tried messing with "phys_gunmass x" and "phys_guntorque", but didn't see any noticeable effects.