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Salk

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  1. Thanks for your help, guys, but there are some things that do not seem right in afi's suggestion. From a cursory examination of the jk2config.cfg file it seems that there is no "+jump" command but rather "+moveup" is used for jumping. The command is also in between "" so perhaps the syntax there is wrong? And mrwonko, I am not sure I understand your suggestion about learning entities and change them in all maps. There is only one map that would need a gravity change. Shouldn't it be a numerical value registered by the game when the map is loaded as suggested here? "g_gravity "800" set the gravity level. (this is normally set by a property of the map loaded)" Wikipedia gives a number of examples of what entities are: "Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points,[23] etc.;" Is the gravity value an entity of the map? Eventually I tried the command set g_gravity in the console but it does not work. I get a message informing me that g_gravity is read only. So it seems that the only solution is to change that value in the map. Do you know if there are any tools I could use to do that? Thanks again.
  2. Well, if that is true then the map itself must have the gravity setting embedded in it somehow. Binding a key would surely be an improvement but I would still feel like I'm "cheating"... but then again, that is what I am doing after all. Still, in my view that would just represent a fix for the only cheap and uncharacteristic deaths in the game.
  3. Thank you very much for your suggestion, mrwonko. I will make sure to test it at the first available opportunity. But could I make that into a default game feature without having to each time open the console when I play the game?
  4. Hello! I am trusting my memory about loving Jedi Outcast except a part where there is a number of very cheap deaths related to jumping over some obstacles. If not timed to almost perfection, it's game over. I was wondering if it was possible (and easy) to customize how high the player can jump so that particular section of the game becomes much less frustrating. Thanks!
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