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g_saber* settings?


Drepanon

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I am familliar with a couple of these but, the trace, lockFactor, VelocityScale and Interpolate i am uncertain about. I think Interpolate is something that returns a value for location or path so that may just be a debug setting.

 

Can someone break these variables down for me?

 

g_saberLocking

g_saberLockFactor

g_saberTraceSaberFirst

g_saberDmgDelay_Wound

g_saberDmgDelay_Idle

g_saberDmgVelocityScale

g_saberInterpolate

g_friendlySaber

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Ok, I'll tell ya what I know..

 

g_saberLocking // (0/1) (Off/On) Disables/Enables Saber Locks

 

g_saberLockFactor // From what I understand it affects probability of saber locks. Not sure about the range of possible values.

 

g_saberTraceSaberFirst // (0/1) (Off/On) According to Raven, this disables/enables the "1.03 style" for saber blocking--1.03 = more blocking

 

g_saberDmgDelay_Wound // I believe this is related to the 1.03 saber combat changes and affects the amount of saber contact needed to produce damage from a swing

 

g_saberDmgDelay_Idle // I believe this is related to the 1.03 saber combat changes and affects the amount of saber contact needed to produce damage from an idle saber--assuming g_friendlysaber is 1

 

g_saberDmgVelocityScale // Again probably related to 1.03 saber combat changes and affects the variance in damage from a swing based on where in the swing (beginning/middle/end) the contact occurs. According to Raven, damage is highest at the middle of a swing and less at each end.

 

g_saberInterpolate // This one I never bothered with, sorry.

 

g_friendlySaber // (0/1) (Off/On) Disables/Enables damage to teammates by an idle saber. Damage from a swinging saber is controlled separately by g_friendlyFire.

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Thanks,

 

I now have a 1.03 server running and i am trying to tweak the changes from 1.02 that bother me the most. Apparrently some of the new changes are in fact tweakable. I think it is better to adjust and adapt rather then complain... so, if anyone has input about these settings and other weapon settings please share your knowledge.

 

Perhaps we can start a threat that offers positive solutions reguarding the new patch.

 

I am all about solutions.

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seta g_saberInterpolate "1"

 

From Raven.

 

"it means that it should perform extra traces between the saber position each server frame. You probably shouldn't touch it, disabling it would just make the saber impossible to use. "

 

 

 

Hope this helps.

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i found out what g_saberDmgVelocityScale does. but i dont think its more damages. i changed it to 10 and that caused every succesful hit to blast the opponent away. just the push back faktor i think, and not to be touched if you tant to have a realistic combat without base ball flair. heh

atleast you want your opponents to die a falling damage death, then just make sure the ceilling is high enough...

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Ok, I got a reply on the rest of 'em too:

 

g_saberTraceSaberFirst - In 1.03 I made it so that it traces for sabers first, which results in more blocking. Setting this to 0 will remove that, thus making it significantly more likely to hit the player instead.

 

g_saberDmgDelay_Wound - The saber will hit immediately on trace, and set a debounce time for the current time plus this value (in milliseconds). After the debounce time is less than the current time, the saber can hit again.

 

g_saberDmgDelay_Idle - Same as above, but only for idle saber damage. It uses a debounce time seperate from attacks.

 

g_saberDmgVelocityScale - Before 1.03 players would fly back from heavy saber attacks and things. SP doesn't do that and I personally didn't like it, so I put this cvar in. Setting this to 1 will put knockback from sabers back to the way it was in 1.02 (values like 0.5 are also valid).

 

g_saberInterpolate - This was just something I used for debugging. If you touch it, you'll likely notice sabers going through people a lot, which isn't a good thing.

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