dropv question

mtrain

New member
This is not a big problem but an inconvenience. When modding a hi-res module all characters reacts different from low-res mod. Jumps much lower, walk slower, knockdown opponent and he throws back only for a half meter (that was in my SoR:SS demo). And there is a need to set additional parameters for mostly things such as: walk/run speed, jump height, measuring the gravity (so i need to set definite antigravity for each npc/enemy/player/entity, gravity in each level.txt)... But most annoying thing is a power of attack, which force me to assign same dropv parameter to each attackbox for every character (and some times after saving entity in obeditor some dropv`s disappears and it is hard to detect which one).

I`m interesting is it possible to make drov as a global parameter? Or at least somehow assign it in the character header or (at least) in every attacking animation header and it will be applied to whole characters, character or animation?
 
This happens because the resolution you use. The code works for normal resolution, and since you use a resolution which is, at least, the double of the normal size, it will (visualy) does the half of the value.

But your concern could be useful. For HR, OpenBOR should double the values.
 
This happens because the resolution you use. The code works for normal resolution, and since you use a resolution which is, at least, the double of the normal size, it will (visualy) does the half of the value.
But your concern could be useful. For HR, OpenBOR should double the values.

Yeah i understand it from the first day i have start my first MASS EFFECT mod. It will be great if there was a global parameters for the things like speed, gravity, fallspeed and dropv, and as you, Ilu, say maybe setting a percentage from original resolution will be more convenient ;)

But still is it a chance to define a dropv parameter by script for each whole animation or whole character?
 
mtrain said:
I`m interesting is it possible to make drov as a global parameter? Or at least somehow assign it in the character header or (at least) in every attacking animation header and it will be applied to whole characters, character or animation?

We can probably look into this. I'm not a fan of having the engine automatically change gameplay values based on resolution unless it was a non default option - that's a huge can of worms for both us and module authors.

DC
 
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