boinga1 Posted February 23, 2003 Posted February 23, 2003 ...in SP, would there be any way to alter force jump, say with an EFX file? like maybe add a flame effect?
ImmolatedYoda Posted February 23, 2003 Posted February 23, 2003 id say that you probably would have to code something in, since i dont believe there is an effect when you force jump (ie with force push theres a wavy thing on your hand).
Higginson Posted February 26, 2003 Posted February 26, 2003 So wot would u hav to code in to get it to work? this would be a cool effect
Wudan Posted February 26, 2003 Posted February 26, 2003 We have no code for SP. We have MP code. So you can't code this effect in to SP.
ImmolatedYoda Posted February 26, 2003 Posted February 26, 2003 Originally posted by wudan Listen to Yoda. He is your only hope. woo!! teh YoDa was right!! w00t.
deXtoRious Posted March 1, 2003 Posted March 1, 2003 Can anybody tell me which exactly lines in the MP source code control the height of Force Jump??? I can't find it
Andy867 Posted March 1, 2003 Posted March 1, 2003 From Another Thread Force jump values are in bg_pmove.c; a couple arrays specifying jump height and jump speed. float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 96,//normal jump (+stepheight+crouchdiff = 130)///Values are of my own 192,//(+stepheight+crouchdiff = 226)///Values are of my own 384,//(+stepheight+crouchdiff = 418)///Values are of my own 768//(+stepheight+crouchdiff = 802)///Values are of my own 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? Run game.bat at the command line and package the jk2mpgame.qvm inside the vm folder and zip it up (renamed .pk3 [/Quote] Hope that helps!
deXtoRious Posted March 2, 2003 Posted March 2, 2003 Thanx, I'll try it and notify about the results...
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