bigphil2695 Posted August 16, 2019 Posted August 16, 2019 Can someone make a mod that overhauls force jumping, so that instead of the level 3 jump ending at 50 force points it goes on until you run out of force entirely? Not sure if that makes sense or is even possible, it was just a thought. Smoo and Droidy365 like this
Droidy365 Posted August 16, 2019 Posted August 16, 2019 I know what you mean, I think you explained it pretty well. I'd imagine it would be possible with a bit of coding. It's likely a set value that can easily be changed. I could be completely wrong about this, as I know very little about coding. bigphil2695 and Smoo like this
bigphil2695 Posted August 17, 2019 Author Posted August 17, 2019 I know what you mean, I think you explained it pretty well. I'd imagine it would be possible with a bit of coding. It's likely a set value that can easily be changed. I could be completely wrong about this, as I know very little about coding. I'd probably need to do a lot of searching in the game's source code. Just wondering if this had been done.
bigphil2695 Posted January 14, 2021 Author Posted January 14, 2021 Dang, I forgot I already asked for this lol. Good thing I didn't make another thread. But still wondering if this can, or has been done
GamingPrince83 Posted January 14, 2021 Posted January 14, 2021 On 8/16/2019 at 10:24 PM, bigphil2695 said: Can someone make a mod that overhauls force jumping, so that instead of the level 3 jump ending at 50 force points it goes on until you run out of force entirely? Not sure if that makes sense or is even possible, it was just a thought. float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 32,//normal jump (+stepheight+crouchdiff = 66) 96,//(+stepheight+crouchdiff = 130) 192,//(+stepheight+crouchdiff = 226) 384//(+stepheight+crouchdiff = 418) }; float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] = { 66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74) 130,//(96+stepheight(18)+crouchdiff(24) = 138) 226,//(192+stepheight(18)+crouchdiff(24) = 234) 418//(384+stepheight(18)+crouchdiff(24) = 426) }; float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] = { 0,//none 384,//256, 448,//384, 512 }; float forcePushCone[NUM_FORCE_POWER_LEVELS] = { 1.0f,//none 1.0f, 0.8f, 0.6f }; Hi don't know if this helps, take a look at forceJumpHeight. bigphil2695 likes this
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