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Not enough Customization for you? Try these cool Demo cheats!


Kurgan

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well Andy, i already discovered that changing to Kyle and back gives you 200 force points, i just didnt say ;). whenever i play now, i get my 200 points first. on another note, and i dont think this has been said yet, but if you switch your model to cultist_lighting and use the fists, you do a Palpatine-esque storm with both hands, and i think it drains force twice as fast.

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Yeah you can have the 200 force points switching to kyle and then back, but if you use give force or give all it slows you to a 100 and starts going up to 200.

 

Someone said before that you can use give ammo_force and it gives you 125 force points, but i dont really know how to use that item, any help?

 

By the way it would be nice if u all people post in the sensitivity thread the number of sensitivity u use.

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Having 200 Force can be done with either playing as luke or kyle then switching back to your Jaden characther. :)

 

And bind # Setforceall # when using lightning and continuesly pressing the button you binded for the cheat means you can run around with "infinite" lightining :p

 

Replace # with a key on the keyboard such as G :)

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This game seems to offer a LOT of modding potential. With all these easter eggs they're putting into the game (melee moves, being able to use an inverted saber, special kick-punch with single saber stances) it will be a breeze to make TC's of this game. And seeing that there aren't any recent and good melee/saber fighting games for the PC, a nice TC of this game could attract a lot of gamers.

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Okay, I need some clarification here. I've been following all the posts in this thread but there is one command that still gives me trouble.

 

Its the g_saberlockrandomness command. Okay, I know that it has something to do with how many times you go into a saber lock in a said encounter. I want to increase that chance....like I want say 4 or 5 saberlocks per battle. I have tried every number from 0 to 9 and i've even tried 9999999999999 but I can never tell any difference.

 

Can someone please explain which direction I need to go?

 

 

Also, I don't know if this has been discussed or not but I also had something happen to me once in the demo that I am trying to have happen again but cannot get it to work.

 

I was practicing the wall run acrobatic in the tatooine level in the falcon hanger. I was able to run up one of the walls and then run on the walkway that leads to the tractor beams. I have been trying to do this again but everytime I do it my character does the backflip right at the top. Has anyone been able to do this on a regular basis? I'm worried because it'll be just my luck that some level in the game will require you to do this and I'll sit there for hours backflipping off it :) please keep my jawa from looking like an idiot :)

 

thanks in advance!

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From what Mike Gummelt was saying, the lower the #, the better, and there is another command g_debugsaberlock that when enabled, it will allow saber locks almost every time, not sure if it needs to be a high number, but wouldn't hurt to try the # 1 and 100 to see a difference.

 

 

Originally posted by Andy867

I think I discovered the cvar which I think is g_saberlockRandomness and it was set to 2 type cvarlist and scroll up and you will see what I mean...

 

Originally posted by ChangKahn[Raven]

Yep, nice find. Set it lower and it happens more often. There's also g_debugsaberlock which I made so I could easily test all the saberlocks. Makes it happen almost every time... :/

 

so there you have it

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i really enjoy saber locks (well, breaking them, more specifically) but if you think about it....do you really want every swing to end in a lock? youll wear out your index finger and if youre playing without godmode, you will most likely die quite often. if youre playing with godmode, then sure, why not? i admit the saber break moves are quite fantastic.

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yea thanks for the help andy, I tried all of that and it worked like a charm....i also found that you do need to put a little bit of effort into how and when you swing to help the lock out.

 

I like the dual saber one two....staff and single seem a little vanilla though compared to those don't you think?

 

yea, and god mode is a must with that...I won't use it while i'm actually playing the game, but everyone knows that the real long lasting appeal to this single player will be to go back through once you've beaten it with god mode and probably some high dismemberment....and saber pickuppable dropped sabers....AND A JAWA!! :jawa

 

happy playing!

 

...Oh, has anyone got it yet? Amazon lists me as getting it sometime after the 20th......aaaaaaaaaaaaaaaaa!!! I knew I should have just bought it in the store :) but noooo i had to have free shipping and no sales tax :)

 

Oh well, I can wait. but when someone does get it I want a detailed explination of all the vehicles.

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Explanations of what they do of the ones I've tested (and could tell what they did) are to the right of the cvar.........

 

 

 

 

g_saberDarkSideSaberColor

g_saber2_color

g_saber_color

g_saber2

g_saber

g_char_color_blue

g_char_color_green

g_char_color_red

g_char_skin_legs

g_char_skin_torso

g_char_skin_head

g_char_model

g_speederControlScheme

g_numEntities

g_Aisurrender

g_saberPickuppableDroppedSabers pick up dropped sabers

g_saberRestrictForce can't use force with saber on

g_debugMelee enable boxing

g_saberLockRandomNess

g_debugSaberLock

g_saberNewControlScheme

g_saberAutoAim

g_saberAnimSpeed

g_saberMoveSpeed

g_saberDamageCapping

g_saberMoreRealistic

g_saberAutoBlocking

com_buildscript

g_subtitles

g_navSafetyChecks

g_npcdebug

g_ICARUSDebug

g_debugDamage console shows health of person being injured

g_debugMove console shows what you're doing

g_inactivity

g_delayedShutdown

g_bobaDebug

g_nav2

g_nav1

g_noFootSlideWalkScale

g_noFootSlideRunScale

g_noFootSlide

g_synchSplitAnims

g_corpseRemovalTime

g_dismemberment

g_knockback how much you're knocked back from force/kick etc.

g_spskill

g_stepSlideFix

g_gravity

g_speed how fast you walk/run (only you)

 

 

Someone may have already found these before I did so I apologize if this isn't anything new ;)

 

Also, I found all of these in the demo, not any beta or anything

:D

 

BTW I don't know what the "com_buildscript" thing is, but it was in the list with all of these other cvars.

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I just learned an interesting bit from James Monroe:

 

DEVMAPALL is a command to start a MAP in DEV mode (cheats on) and flush ALL (models, sounds, maps.) from the cache.

 

the only reason to use ALL is if you want to flush the cache, otherwise, just use DEVMAP blah.

 

if you just want to turn on cheats, that's just HELPUSOBI 1.

.

 

A subtle clarification, but a welcome one! I know many of us have been using devmapall since JK2 came out. Now we know.

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So using devmapall is a good thing because it prevents the cache from being flooded with temp files. Star Trek Bridge Commander has that very problem which is STILL not fixed. After running the game for an hour would make even a 3.06 GHz processor with 3GIGs of pc-2700 RAM and a GeForceFX 5900 ULTRA run slow. Hard to imagine I know, but someone one their message boards recently had posted that.

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