Librarian
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Setting a static global value of 1 to cg_crosshairForceHint
Librarian replied to Librarian's topic in Coding and Scripts
Well, I checked that while ago. Couldn't really tell whats going on with it as there was no clear statement when integer value provided during a choice of difficulty modifies force hint value. I really cant find the actual source of where this fuction is declared to contribute its value to hint setting altough I am 100% sure it works that way as on knight and master levels this force hint is just gone. Any relation to force hint is in: extern cvar_t *g_spskill; static void Svcmd_Difficulty_f(void) { if(gi.argc() == 1) { if(g_spskill->integer == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Padawan" S_COLOR_WHITE "\n" ); } else if(g_spskill->integer == 1) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi" S_COLOR_WHITE "\n" ); } else if(g_spskill->integer == 2) { int crosshairHint = gi.Cvar_VariableIntegerValue("cg_crosshairForceHint"); int handicap = gi.Cvar_VariableIntegerValue("handicap"); if(handicap == 100 && crosshairHint == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight" S_COLOR_WHITE "\n" ); } else if(handicap == 50 && crosshairHint == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Master" S_COLOR_WHITE "\n" ); } else { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight (Custom)" S_COLOR_WHITE "\n" ); gi.Printf( S_COLOR_GREEN "Crosshair Force Hint: %i" S_COLOR_WHITE "\n", crosshairHint != 0 ? 1 : 0 ); gi.Printf( S_COLOR_GREEN "Handicap: %i" S_COLOR_WHITE "\n", handicap ); } } else { gi.Printf( S_COLOR_RED "Invalid difficulty cvar set! g_spskill (%i) [0-2] is valid range only" S_COLOR_WHITE "\n", g_spskill->integer ); } } } but then again its just to display text after setting up difficulty value trough console. It's kind of weird since I was able to pin point other functions where g_spskill was used to manipulate player balance, LP, shield recharge, heal amount etc, however this one elude me I also tried a method to set forcehint value as constant in cg_main.ccp but I guess it's still being overwritten during difficulty choice at new game menu. I changed it from this { &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART }, to this { &cg_crosshairForceHint, "cg_crosshairForceHint", "1", 0 }, which I assume was correct when I looked into config of other cvars where first "value" is I guess default and then modifier where 0 says do not pull data from anywhere. Altough I am unsure if I think correctly. -
Setting a static global value of 1 to cg_crosshairForceHint
Librarian replied to Librarian's topic in Coding and Scripts
Hey @Asgarath83thanks for your interest, sure I will recheck in a way that you mentioned, visual studio does much better than notepad++. So far I ended up again in cg_draw.cpp. It uses few real numbers but I think its to define color scale. I still cannot find and reference to fe. difficulty level which is a key player in setting this value to 1 or 0. My assumption altough not sure if it makes any sense is that difficulty might be hidden somewhere in map files But that's maybe my lack of experience, I am not a coder so I might not get the logic of it. Anyway I will try whatever I find a moment to dig deeper. I am open for any other suggestions you may have. -
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Hello everybody I may have pretty generic problem regarding OpenJK, however it's causing me a problem 2nd night in a row. I would like to set cg_crosshairForceHint to permanent value of "1",so blue indicator over crosshair stay no matter which difficulty player has chosen, no matter which save it has ben loaded afterwards etc. Right now I am lost in where to look for a place where this value have been modified or even initially declared. I had few build attempts already but did not succeed. Can you help? If there is any curiosity why I might need that is that, well I took today lack of this force hint as a bug, but then I realized at Jedi Master level there are no forcehint active. If I come back to my build after a year or two I don't want to get surprised again