El Sat, 23 Aug 2003 15:45:59 -0500 "botman" <[EMAIL PROTECTED]> dijo:
> > You wouldn't want to clamp jumping to the normal forward speed of a > > player as jumping is a gathering of kinetic/potential? energy in the > > skeletal/muscular system and a release quickly to accelerate, it has > > to be somewhat faster therefore than 1.0 times max speed. Why 1.7? I > > dunno, why 100 health? Just numbers chosen that 'felt right'? (well > > 100 health makes math easy, but you know what i mean). > > Yeah, I don't think the numbers are based on any kind of mathematical > formula. Like Pat said, their probably just made up values that are > tweaked until you get the desired effect. > > It kinda sucks having to compile, test, tweak, compile, test, tweak, > compile, test, tweak, etc. > You can read these custom values from console? I somethimes attach X internal variable temporaly to... temp1, and with console change temp1 to tweak for better adjustement. Example: rocket density value (too high, and will hidden stuff, too tigh and will be unsheen and will lose quality) If else fail, I guess you can read from a text file, and have this file open in notepad to edit/reconnect or whatever... imho. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

