katanamaru Posted March 27, 2013 Share Posted March 27, 2013 Okay so I'm looking for a way to slow the run speed of my character and enemies down a little. Is there a console command that can do this? I know I can adjust npcs individually via their .npc file, but I'll have to adjust all of them.I don't know if this will affect the player character or not.I know there is a console command that lets me slow down the speed of all characters when they swing their saber. Link to comment
Raz0r Posted March 27, 2013 Share Posted March 27, 2013 Maybe g_speed works in SP? Default would be 250 Link to comment
therfiles Posted March 28, 2013 Share Posted March 28, 2013 Maybe g_speed works in SP? Default would be 250 I'm pretty sure this works. Not sure about npcs though... Link to comment
eezstreet Posted March 28, 2013 Share Posted March 28, 2013 Aye, the cvar exists. It's referenced in at least one area, I haven't actually pried open the DLL using IDA to determine whether or not it's used in more than one spot. Link to comment
Dusty Posted March 28, 2013 Share Posted March 28, 2013 G_speed: Controls the player's running speed.G_sabermovespeed: Scales the player's running speed while swinging their saber. Doesn't affect NPCs. Those are the only two cvars I know that are related. I don't think there's a cvar for what you're looking for, but then again, there are so many fracking cvars and I don't know them all. Link to comment
katanamaru Posted March 28, 2013 Author Share Posted March 28, 2013 Thanks much guys! I'll give this a try and get back to you with results. Link to comment
afi Posted March 28, 2013 Share Posted March 28, 2013 To slow down the whole game you could also use timescale Link to comment
katanamaru Posted March 28, 2013 Author Share Posted March 28, 2013 Not exactly what I want, but you are correct. I could use timescale along with g_saberanimspeed to slow the game and speed up the swings...interesting. Link to comment
katanamaru Posted April 1, 2013 Author Share Posted April 1, 2013 I tested out g_speed and it works!Changing speed only affects the player, and not the npcs.Changing the speed affects jump speed and walk speed, but not the roll speed. I had a neat idea while doing this: I thought about increasing the speed so that walk was the run speed, and run was very fast. This would be more like the original JK and MotS which had the play running superfast.This would also allow me to have custom run back animations for single, dual, and staff movement.The only downside is that the player cannot roll while walking. Regardless of the speed. Unless anybody knows a way to fix that? Link to comment
Dusty Posted April 2, 2013 Share Posted April 2, 2013 This would also allow me to have custom run back animations for single, dual, and staff movement. How were you gonna do that? Were you going to do that in SP? Link to comment
katanamaru Posted April 3, 2013 Author Share Posted April 3, 2013 SP yes.All the weapons share the same both_runback_2 animation.All the weapons have different walk_back_# animations. So I was thinking of making the run animations into "hauling-ass-like-a-mofo-jedi." And the walk animations into the run animations. Then I'd make new walk back animations for the single, dual, and staff sabers.Use the g_speed 200 in an auto exec or bind it to a key. All that would work, but I'd lose the ability to roll while walking. This would be very similar to the original JK and MotS games. Link to comment
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