Andy867 Posted August 21, 2002 Share Posted August 21, 2002 Hi, I am a project leader, and for my mod, I am needing to change some force powers like jump, so that one would be able to jump HIGHER, and so I am wondering if someone could point me in the right direction as to where I might be able to change this. currently, for my mod, I would need to be able to make force 3 jump at least 40% or more above the default 3 jump. the exact value I do not know, but that is what I am wanting to do.. trial and error to find the right value... Thanks in advance. Link to comment Share on other sites More sharing options...
Commodus Posted August 22, 2002 Share Posted August 22, 2002 g_ or bg_misc.c . Link to comment Share on other sites More sharing options...
Azymn Posted August 22, 2002 Share Posted August 22, 2002 Force jump values are in bg_pmove.c; a couple arrays specifying jump height and jump speed. Link to comment Share on other sites More sharing options...
Jaii der Herr Posted August 22, 2002 Share Posted August 22, 2002 most others are controled by functions have a look at ForceStart ForceRun Force* functions and the functions they call ( ForceThrow is the funciton for Pull and Push ) Link to comment Share on other sites More sharing options...
Andy867 Posted August 22, 2002 Author Share Posted August 22, 2002 Ok, thanks for your help with finding the code. So what I have done is basically taking the area with forcejumpheight and this is what i came up with: float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 96,//normal jump (+stepheight+crouchdiff = 130) 192,//(+stepheight+crouchdiff = 226) 384,//(+stepheight+crouchdiff = 418) 768//(+stepheight+crouchdiff = 802) now what I am needing to do is compile this so that I can then make it be read by JO, but I didn't want it to overwrite the original code, so I saved it to another directory. what do I need to run or do to make it so I can place it into a mod/pk3? Again, thanks for helping out this newbie coder..LOL Link to comment Share on other sites More sharing options...
Azymn Posted August 22, 2002 Share Posted August 22, 2002 Run game.bat at the command line and package the jk2mpgame.qvm inside the vm folder and zip it up (renamed .pk3) Link to comment Share on other sites More sharing options...
Andy867 Posted August 22, 2002 Author Share Posted August 22, 2002 Thank you everyone for your help, I now have what I need to, and I even tested it and it works. and I have it set up so you have to enable the mod to make the code change work... Now another problem arises, in our map, there are seekers that come, and I am wondering if its possible to code the seekers into the map like on a trigger to come out every 5 minutes ? I appreciate your guys taking your time to help me out... if you have any questions like how many, where from, just let me know. Link to comment Share on other sites More sharing options...
Azymn Posted August 23, 2002 Share Posted August 23, 2002 You might pose the same question in the Mapping forum...that's more their style. Link to comment Share on other sites More sharing options...
jimclare1 Posted August 29, 2002 Share Posted August 29, 2002 hm i have a simular problem, the force speeed slowes the game by 25%, 50% and 75% depending on what force power level you have. i was wondering if it was possible to go to the next step (100%) this would effectively stop the game for a few seconds. (i am workin on a charmed mod based on the tv series) i want to mimic the freeze power in the series. Could it be done?? Link to comment Share on other sites More sharing options...
Primesghost Posted August 29, 2002 Share Posted August 29, 2002 I don't wee why not, I honestly don't know how it would be done yet because I haven't looked into force speed yet. I'd be willing to bet it has something to do with the timescale. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.