Langerd Posted January 6, 2018 Posted January 6, 2018 (edited) There is something that pisses me off in this game - the dismemberment sometimes works and sometimes not. When i play my cloud City map - there are enemies that i can dismember with lightsaber but other ones i cant. I typed the g_Debugdamage code to see if game will act right - means the hitlocation mechanic will work ... it doesnt work. One enemy will be dismember able completely the other ones .. not. Later i looked in the cheat codes for the game and found this -cg_dismemberg_dismember g_sabermorerealistic g_dismembermentg_dismemberprobabilitiesthe last one i made with bold font ... why? Because name of the code should be an answer. I have it set up on 100... doesnt work 100% of the time.. Again the same enemies i can cut into pieces the others... not. I played my map sooo many times .. i now even remember who can be dismemberment and who cant... i is .. weird.EDIT: I remember that jedi outcast doesnt have that issue... just g_saberrealisticcombat setted on 2 and everyone were like kebab Edited January 6, 2018 by Langerd
JAWSFreelao Posted January 7, 2018 Posted January 7, 2018 Could be the NPC's dismemberment probabilities
Langerd Posted January 7, 2018 Author Posted January 7, 2018 Could be the NPC's dismemberment probabilitiesThat is not the case because the same npc's are used multiple times and one npc is like kebab the other one - the hitloc from saber is completely turned off..
Siegfried Posted February 1, 2018 Posted February 1, 2018 I'm having the same issues... could anyone figure it out and send us an answer please?
RecklessJames Posted February 2, 2018 Posted February 2, 2018 @@Langerd @ Here, try these settings in your "autoexec" (or whichever you use) and please tell me the results! set cg_dismember 2set com_blood 1set g_dismember 100set g_dismemberment 3set g_DismemberProbabilities 0set g_SaberMoreRealistic 3set saberdamagescale 1000 Setting the probabilities to 100 only works if the NPC's probabilities are also set to 100 or higher... otherwise it gets overridden and won't always work. BUT setting it to 0 negates all of it, and completely ignores probabilities altogether meaning anyone can be dismembered no matter what. After tons of trial and error, this is what I came up with that ensures it works. (and also looking at lots of tutorials and doing experiments lol) The only other reason why it wouldn't work is due to dismembering limits within maps. After a certain point, spawned NPCs no longer have dismembering due to an in-game limit that's built in or something like that. You'd need a custom install of OpenJK that increases this limit I believe. (although I can't help with that as it involves coding, someone else will have to help with that sadly) Siegfried likes this
Langerd Posted February 2, 2018 Author Posted February 2, 2018 (edited) @@Langerd @ Here, try these settings in your "autoexec" (or whichever you use) and please tell me the results! set cg_dismember 2set com_blood 1set g_dismember 100set g_dismemberment 3set g_DismemberProbabilities 0set g_SaberMoreRealistic 3set saberdamagescale 1000 Setting the probabilities to 100 only works if the NPC's probabilities are also set to 100 or higher... otherwise it gets overridden and won't always work. BUT setting it to 0 negates all of it, and completely ignores probabilities altogether meaning anyone can be dismembered no matter what. After tons of trial and error, this is what I came up with that ensures it works. (and also looking at lots of tutorials and doing experiments lol) The only other reason why it wouldn't work is due to dismembering limits within maps. After a certain point, spawned NPCs no longer have dismembering due to an in-game limit that's built in or something like that. You'd need a custom install of OpenJK that increases this limit I believe. (although I can't help with that as it involves coding, someone else will have to help with that sadly)That would be a good thing to change.. it is annoying.. stupid and i rly dont like it... And it is weird - there is nothing new happening on the screen than caps showing up when we cut someone. Anyone knows how to fix this with some code work? EDIT: From the observation - this happens with the saber only because i made weapons to dismember .. and.. guess what... - They dismember everytime with guns not with saber so there must be some block in the code. Edited February 2, 2018 by Langerd
Langerd Posted February 3, 2018 Author Posted February 3, 2018 Ok i just checked the Jedi outcast ... and after i turned on the dismember g_saberrealisticcombat 3 which no longer works in the Jk3 i ... spawned 30 imperial officers... Everyone of them were .. lost limbs. So i am 100% sure that Jedi Academy has some code block for the lightsaber ONLY. I can dismember every enemy with my guns - i can dismember them with scripts .. but i cant do that with saber. Anyone knows how to fix this annoying shit?EDIT:In Wp_saber line 2276 i found this //Get the hit location based on surface nameif ( (hitLoc[hitEntNum[numHitEnts]] == HL_NONE && trHitLoc[numHitEnts] == HL_NONE)|| (hitDismemberLoc[hitEntNum[numHitEnts]] == HL_NONE && trDismemberLoc[numHitEnts] == HL_NONE)|| (!hitDismember[hitEntNum[numHitEnts]] && !trDismember[numHitEnts]) ){//no hit loc set for this ent this damage cycle yet//FIXME: find closest impact surf *first* (per ent), then call G_GetHitLocFromSurfName?//FIXED: if hit multiple ents in this collision record, these trSurfName, trDismember and trDismemberLoc will get stomped/confused over the multiple ents I hittrSurfName = gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex );trDismember[numHitEnts] = G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], trSurfName, &trHitLoc[numHitEnts], coll.mCollisionPosition, dmgDir, bladeDir, MOD_SABER, saberType );if ( trDismember[numHitEnts] )It is annoying .. i believe not only for me.
Langerd Posted February 10, 2018 Author Posted February 10, 2018 I found the issue! in the code we must change this value file wp_saber.cpp #define MAX_SABER_VICTIMS 100 to for example #define MAX_SABER_VICTIMS 600It works for me. Every enemy is now dismember able ! Noodle likes this
MoJo JoJo Posted February 11, 2018 Posted February 11, 2018 Yeah I have this problem too, not really sure how to get around it other than the way you did by simply increasing MAX_SABER_VICTIMS limit.
sebwow337 Posted November 1, 2020 Posted November 1, 2020 On 2/10/2018 at 3:07 PM, Langerd said: I found the issue! in the code we must change this value file wp_saber.cpp #define MAX_SABER_VICTIMS 100 to for example #define MAX_SABER_VICTIMS 600 It works for me. Every enemy is now dismember able ! So could you upload a file, that will fix this error for me, without coding it? if you still have it
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now