Realistic Death Physics

Realistic Death Physics 1.3.0

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Launches player corpses in the direction of the killing blow
This Rust plugin adds dramatic, physics-based death effects by launching corpses in the direction of the final bullet or explosion that killed them.





Configuration

JSON:
{
  "Version": "1.3.0",
  "Default Launch Strength": 0.2,
  "Affect NPC Corpses": true,
  "Enable For Unlisted Weapons": true,
  "Weapon Overrides": {
    "rifle.ak": {
      "Enabled": true,
      "Launch Strength Override": 0.25
    },
    "rocket_basic": {
      "Enabled": true,
      "Launch Strength Override": 0.6
    },
    "shotgun.spas.12": {
      "Enabled": true,
      "Launch Strength Override": 0.3
    },
    "rifle.semiauto": {
      "Enabled": true,
      "Launch Strength Override": 0.22
    },
    "crossbow": {
      "Enabled": true,
      "Launch Strength Override": 0.16
    },
    "smg.mp5": {
      "Enabled": true,
      "Launch Strength Override": 0.21
    }
  }
}
  • Default Launch Strength - The base force used to launch corpses when no weapon-specific override is defined.
  • Affect NPC Corpses - If true, npcs corpses will also be launched with physics like players.
  • Enable For Unlisted Weapons - If true, weapons not listed under Weapon Overrides will use the default launch strength; if false, they won't trigger any launch.
  • Weapon Overrides- A list of specific weapon shortnames with their own launch settings, allowing you to enable/disable them and override the force multiplier individually.
    • Enabled - Whether that specific weapon can trigger a launch when used to kill a player or npcs.
    • Launch Strength Override - Custom force multiplier to apply for that specific weapon, overriding the global default.

Notes

  • The Launch Strength values are multipliers applied to the projectile's real in‑game speed, not fixed forces.
    This means faster projectiles (like rifle bullets) can cause stronger launches even with smaller multipliers.
  • For example:
    AK bullets travel around 350 m/s, while crossbow bolts are about 75 m/s.
    So even though the AK has a smaller multiplier (0.85) compared to the crossbow (3.0), it still launches the corpse farther because of its much higher velocity.
  • If you want slower projectiles (like crossbows or pistols) to throw corpses farther, you'll need to increase their multipliers to compensate for their lower speed.
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Author
VisEntities
Downloads
71
First release
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Also by VisEntities

Latest updates

  1. 1.3.0

    You can now set different launch strengths for each weapon.
  2. 1.2.0

    Added weapon allowlist so corpses only launch when killed by specified shortnames; leave empty...
  3. 1.1.0

    Added support for NPC corpses.
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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