No, it's part of the map design. No way to change this, afaik
pmove_StepHeight
Detailed HERE
There's a bunch of cvars which exist only in practice mode (server==localhost) and which are not exposed in online servers. In other words, in a DevPick game it's not possible to know which of these server-side cvars have been altered.
Yet, it's possible to have fun tweaking these cvars in a practice session, for the purpose of some DevPick@home
Here's a near-complete list of them, along with their default values:
Fortunately, most of the cvar names are self explanatory. These let you tweak weapons balance (knockback, per-weapon ballistics, etc...) as well as physics. Notice how much tweakable the splashy weapons are...Code:g_forceDmgThroughSurface "0" g_dmgThroughSurfaceAngularThreshold "0.5f" g_dmgThroughSurfaceDampening "0.5f" g_dmgThroughSurfaceDistance "-32.0f" g_knockback "1000" g_knockback_cripple "0" g_max_knockback "120" g_quadDamageFactor "3" g_spawnArmor "0" g_spawnArmorDmgScale "0.5" g_spawnItemAmmo "1" g_spawnItemArmor "1" g_spawnItemHealth "1" g_spawnItemHoldable "1" g_spawnItemPowerup "1" g_spawnItemRune "1" g_spawnItemWeapons "1" // respawns g_spawnMinDistance "64" g_spawnRandomRatio "0.4" // gauntlet g_damage_g "50" g_knockback_g "1" weapon_reload_gauntlet "400" // machine gun g_startingammo_mg "100" g_damage_mg "5" g_knockback_mg "1" weapon_reload_mg "100" // shotgun g_damage_sg "9" g_damage_sg_outer "4" g_knockback_sg "1" weapon_reload_sg "1000" // grenade launcher g_velocity_gl "700" g_damage_gl "100" g_splashdamage_gl "100" g_splashradius_gl "150" g_knockback_gl "1.10" weapon_reload_gl "800" // rocket launcher g_velocity_rl "1000" g_accelFactor_rl "1" g_accelRate_rl "16" g_damage_rl "100" g_splashdamage_rl "84" g_splashradius_rl "120" g_rocketsplashOffset "-10.0" g_knockback_rl "0.90" g_knockback_rl_self "1.10" weapon_reload_rl "800" // lightning gun g_damage_lg "7" g_damage_lg_falloff "1" g_range_lg_falloff "768" g_knockback_lg "1.50" weapon_reload_lg "50" // rail gun g_damage_rg "80" g_knockback_rg "0.85" weapon_reload_rg "1500" // plasma gun g_velocity_pg "2000" g_accelFactor_pg "1" g_accelRate_pg "16" g_damage_pg "20" g_splashdamage_pg "15" g_splashradius_pg "20" g_knockback_pg "1.10" g_knockback_pg_self "1.30" weapon_reload_pg "100" // BFG g_velocity_bfg "1800" g_accelFactor_bfg "1" g_accelRate_bfg "16" g_damage_bfg "100" g_splashdamage_bfg "100" g_splashradius_bfg "80" g_knockback_bfg "1" weapon_reload_bfg "300" // chaingun g_damage_cg "8" g_knockback_cg "1" weapon_reload_cg "50" // nailgun g_nailbounce "1" g_nailbouncepercentage "65" g_nailcount "10" g_nailspeed "1000" g_nailspread "400" g_damage_ng "12" g_knockback_ng "1" weapon_reload_ng "1000" // proxy launcher g_damage_pl "0" g_splashdamage_pl "100" g_splashradius_pl "150" g_knockback_pl "1" weapon_reload_prox "800" g_proxMineTimeout "20000" g_splashdamageOffset "0.05" // Boba Fett's g_flightThrust "1200" g_maxFlightFuel "16000" // physics g_speed "320" g_gravity "800" pmove_AirAccel "1.0" pmove_AirSteps "1" pmove_JumpTimeDeltaMin "100.0" pmove_JumpVelocity "275" pmove_JumpVelocityScaleAdd "0.4" pmove_JumpVelocityTimeThreshold "500.0" pmove_RampJump "0" pmove_RampJumpScale "1.0" pmove_StepJump "1" pmove_StepHeight "22.0" pmove_WalkAccel "10.0" pmove_WalkFriction "6.0" pmove_WeaponDropTime "200" pmove_WeaponRaiseTime "200"
For some of these cvars, for example g_spawnItem*, changing the value needs a map_restart to take effect.
My advice is to try values one cvar at a time. Also, remember to use reset the_tweaked_cvar before ending the practice session, otherwise the change(s) you made will be persistent and this is probably not what you want in subsequent practice sessions.
Enjoy.
Last edited by g0vn0r; 12-05-2010 at 05:13 AM.
Where the floor is that the item sits on is part of the map design, how high above an item your player can be for it to register that you've picked it up is hard coded into the game client. They could make it a server-side variable if they had any reason to. But syncerror has tried changing this and didn't like the results at all so they won't.
Correct, it is impossible for a user to change a server variable without the rcon password and rcon commands, so many of them are not cheat protected, as you can only run your own server in practice mode.
Most (if not all) cheat protected cvars are client side options, they can't allow you to mess with when you are playing online.
Because they're server side options.
Last edited by Yakumo; 12-05-2010 at 05:48 AM.
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Yes, not to mention that an item can be reached from below (high floating mega...) so they could have defined sort of a cg_grabItemRadius cvar to handle all cases. Still, this would be an unnecessary refinement imho, better leave this hard-coded.
Yes, but they could have defined these cvars with flags S,R so as to keep them safe and at the same time allowing clients to peek them, as far as I understand cvars.
Also, g_headShot* cvars appeared by the time they published the "pumpkin head" Halloween DevPick, this is not a random move.
One could speculate that they're planning to allow some of these numerous cvars to be part of private servers setup, progressively. May be CPMA-like physics some day?
I fine this a good idea for helping quake live think of new devpicks or for experimental purposes.
Maybe even creating a new mod for Q3 :O?
Anyway i support this idea i mean i don't see any harm because server-side options would automatically kick in upon joining a server.
You never know when you're gunna go so fight it out and frag some *****es.
Sorry sir, you can't play here
WHY NOT?!
Because this is a public area please leave
**** YOU *GLOCK*
how do you even play quake offline? o.O
Why are there no videos of John Carmack playing Quake?
is there any way to give infinite health to a bot? please.
OR to give him god mode which would be better.
Last edited by motion_snk; 12-12-2010 at 02:55 PM.