R. Tutorial on "Editing Jump Height" for S.T.A.L.K.E.R Increasing Jump by Editing Game Files


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S.T.A.L.K.E.R. is a truly "folk" game in which you can not only use major modifications from craftsmen, but also make changes to the gameplay yourself. For example, with the help of simple editing of some files, you can change the parameters of the character and the physics of the game.

Of course, if you go too far with the settings, you can turn the game into a real circus. But if you increase the jump in the "Stalker" by an acceptable value, then during the passage it will become much easier for you to climb the hill. This is especially true in cases where you need to get to a hidden cache, check an inaccessible place, or overcome fields with traps that are quite common.

How to change the jump?

We need the folder where the game is installed. By default, the installer copies game files to a directory with the name of the game, which is located on the system drive in Program Files. If you have changed the installation path, you can view it in the shortcut properties.

Having entered the folder, you need to open the gamedata section and go to config. Here the user must find a file called actor.ltx. If you cannot do this manually, then use the search built into Windows Explorer.

To increase the jump in "Stalker", the file must be opened in any text editor. The easiest way to do this is through the standard Notepad. To do this, right-click on the file and select "Open with". In the window that appears, you need to specify a text editor.

Editing a file

To increase the height of the jump in "Stalker", you need to find the line "jump_speed". This will help the search, which opens when you press the key combination Ctrl + F and enter the search word.

Opposite "jump_speed" the default value is 6 - this is the standard jump. To increase the height, just change this number and save the file with the new parameters. The maximum value is 99 units.

What to put?

You need to decide on the optimal value. The fact is that 99 jump units will not lead to anything good, because upon landing your character will simply break due to the huge amount of damage at the time of the collision. In order for the hero to jump higher, it is enough to raise the value to 7-9. Usually this is enough to explore hard-to-reach places and collect rare artifacts. To use loopholes between locations, it is better to set 20-30 units. Find the middle ground between values ​​and enjoy high jumps without endangering your hero's life and successfully completing the game!

In any part of the Stalker, be it the Shadow of Chernobyl, Clear Sky or Call of Pripyat, you can climb various objects and often you have to do this with a jump. But what to do if you can’t jump to the desired object? The answer is simple - increase the range and height of the jump.

Increasing the jump by editing the game files

First you need to find the Stalker game folder. Most often it happens in Program Files or Games. But it may be in another place, depending on where you installed the game.

We pass along the path STALKER\gamedata\config\creatures and look for the actor.ltx file there. We click on it with the right mouse button - "open with" and select notepad.

We need the line jump_speed , which already has a value of 6 opposite it. It needs to be changed in order to increase the jump in the Stalker. Don't forget to save your changes.

What is the jump value?

Don't go for 99 right away, as you'll just crash when you hit the ground. The optimal value would be 7-9. This is enough to get hard-to-reach artifacts. Sometimes it is necessary to bet more in order to jump over the boundaries of a location and move to another one. To do this, put 20-30.

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Guide to jumping in OP-2.

The following will be useful to those who want to learn all the tricks that the GG can perform while jumping.

First, let's analyze how we usually jump in Stalker. In particular, how we jump from a running start. What are we doing? We take a position from where we will accelerate and choose a point from which we will jump. Then we press the "forward" key, accelerate and jump in the right place. Now a very important point. Pay attention to which GG control keys do you keep pressing during the GG flight? The vast majority of you will answer that they keep pressing the "forward" key until the GG completes the jump.
Yes, it's all right here. Everything is correct. A long straight diagonal jump should be done in this way. But the game engine allows you to perform not only direct jumps. And it allows you to jump not only forward. You can jump right, left, backward and in a vertical, horizontal and diagonal arc.
The very first thing to understand in order to perform such jumps is that if during the flight of the GG (when the GG flies off the ground as a result of the jump) release the "forward" key and press any other movement key, then the GG will change the flight path according to new key pressed.
And the second point, which also needs to be immediately understood: if the movement keys are pressed not before the jump, but after (that is, first jump in place, and then press the movement keys), then the GG will move according to the keys pressed much more accurately than when jumping in motion .
Why is that? Because when jumping from a running start, the GG is already moving at a certain speed, which he received at the moment he took off from the ground. And in order to change the direction of flight when another control key is pressed, the GG needs to fly in a much larger arc than when jumping in place.
To understand this point clearly, let's consider how a car turns at an intersection. Let's say it makes a right turn. It is clear that in order to make an accurate turn at an intersection, the car at the time of the turn must move at a certain speed. And this speed depends on the steepness of the turn. The tighter the turn, the slower the speed should be. If the speed is higher than necessary, then the car can go into the oncoming lane. If the speed is less than necessary, then at the same steering angle, the car may make too sharp a turn and drive onto the sidewalk.
The same physical laws apply in the case of our GG) The higher the speed of the GG at the time of the jump, the greater the arc it will describe in flight. And vice versa - the lower the speed, the steeper the arc. This all applies to all types of arc jumps: horizontal, vertical and diagonal.

Very simple - performing a jump:
1. From the spot;
2. Accelerating in a full crouch;
3. Accelerating in a partial crouch;
4. Accelerating step;
5. Accelerating running.
In total, we have as many as five different options for the initial jump speed. Already this information is completely enough for you to get to each of the caches available in OP-2 for all plots. Starting with the ill-fated stash on the pole at the Collector's Cordon and ending with the complete passage of the "Sniper" storyline! By combining and trying different variations of these jumps, you can easily get to any of the caches, no matter how difficult it may seem)
But that's not all. The initial jump speed can be controlled even more precisely using the following points:
- To slow down during flight, you can briefly press the "back" key. GG "slow down"))
- When jumping from a running start, the speed of the GG is not gained instantly, but with some acceleration. Therefore, if you start the jump without waiting for the GG to gain maximum speed, then you can ensure that the GG will fly in a jump with any initial speed that you need. And accordingly turn in flight along any trajectory)


During the flight, you can change the direction of the GG's gaze. And the GG in flight will turn slightly in the direction of view. This will allow you to jump in a steeper arc. That is, to move along a steeper arc, from the moment of the jump, you can gradually turn your head towards our target, and then the GG will fly along a slightly steeper arc.
But these techniques are already high jumping skills. They are not needed and optional for finding caches in OP-2. These techniques simply can in some cases facilitate or simplify the task) And you will definitely master them over time. It's not hard, it just takes a little practice
The next thing you need to know and keep in mind when performing a difficult jump: In no case should you rush and rush! All difficult jumps require focus and concentration in order to perform accurate and timely keystrokes. Therefore, never rush. Do everything calmly, measuredly, without fuss. If you feel like you're getting angry, stop trying. Relax, take a break, complete other quests. Further fuss will not solve the problem, but will only anger you even more) As you acquire the skill, everything will turn out much easier.

During a forward jump, it is not necessary to keep pressing the "forward" key after taking off from the ground. The GG will fly forward at the maximum set speed regardless of whether you continue to press the "forward" key or not.
To quickly change direction in flight, you must first release the key of the previous direction, and only then press the key of the desired one.
GG has its physical dimensions. And these dimensions change depending on whether the GG is standing, in a crouch, or in a full crouch. And this fact can be used in jumping. For example, if you need to jump into a low niche with a run, into which the GG can only climb in a crouch or in a full crouch, then do the following: Run up, jump, and quickly press the crouch key in flight and then, if necessary, fully crouch to how the GG will fly to the place. You will definitely not need this trick anywhere in OP-2, because it is quite difficult to perform. But using it can make it easier to get to some caches. In order to have time to quickly press all these keys, it is recommended to assign the full crouch key alternatively to the left Alt. Then you can quickly press it with your thumb, releasing the jump key - spacebar)


And finally, one more thing. Particularly difficult and accurate jumps cannot be performed if
a) The computer is weak and the FPS during the jump is less than 25-30. The fact is that the engine at low FPS reacts much less clearly to keystrokes. And it will be much more difficult for you to make the GG jump exactly the way you want. Switch to static at such moments to make the engine more responsive.
b) You have more than 0.2 ppm of alcohol in your blood. This is equivalent to one can of beer drunk within an hour before a game. It is strongly recommended that you complete "Sniper" while being completely sober, as if you were driving a car. Otherwise, you won't get anything. Trust my experience.
Try the described methods in different combinations, and you will see that it is very easy to jump like a monkey) Further, under the spoilers, the sequence of keystrokes for certain jumps is briefly listed. Suppose we need to jump in an arc to the right. We choose the direction of acceleration at an angle of 10-15 degrees to the left of the desired place where we want to jump. We run up, jump, and at the top of the flight release the "forward" key and press the "right" key. GG will fly along the right arc. If we need to jump down in an arc, then we stand on the edge, from where we jump, with our backs to the edge. We bounce in place and, as soon as we jumped, press the "back" key and then immediately the "forward" key. GG will fly down the arc. Suppose we need to jump down in a diagonal arc down to the right. We stand on the edge, from where we jump, with our backs to the edge. We jump in place and, as soon as we jumped, press the "back" key and then simultaneously the "forward" and right keys. Let's say we want to jump down the right side arc, stand on the edge where we want to jump from, turning right side to the edge, jump in place and, as soon as we jumped, press the "right" key and then immediately the "left" key. will fly down along the lateral right arc.You can also press the "forward" or "back" key simultaneously with the second key. Then the GG will fly along the lateral diagonal arc down-forward, or down-back) This is a normal jump along a horizontal arc. Our task is to fly around the ledge that separates the balconies.We get up at the edge of the balcony, at an angle of 10-15% to the ledge.We run up, jump and at the top of the flight release the "forward" key and press the key towards the balcony.And the GG will land on the parapet with sitting balcony. This is a normal vertical arc jump. We stand on the edge, from where we jump, with our backs to the edge. To make it easier to jump onto the desired ledge, we take a full crouch. So the dimensions of the GG are the smallest and it will be easier for him to jump to the right place. We bounce in place and, as soon as we jumped, press the "back" key and then immediately the "forward" key. The GG will fly down the arc and hook onto the next ledge. And if you need to jump down several floors and get on a specific window sill or jump into a specific window, then we don’t press the “forward” button immediately after flying down, but on approaching the desired window or parapet. And then the GG will "fly" where we sent him) And there is one little secret here: the engine is configured so that the GG moves much more efficiently to the sides in flight than back and forth. Therefore, for a more accurate "hit" in the right place or in particularly difficult cases, you can use a jump along a vertical arc sideways. This is a normal jump in a diagonal arc. But this jump can be made easier and more beautiful if you use the GG turn during the flight. It is performed as follows: we stand facing the edge of the balcony, from which we jump. Let's say we want to jump down to the balcony at the bottom right. Then, before jumping, we turn to the right so as to look slightly away from him. We jump forward, then at the top point of the flight we release the "forward" key, press the "right" key and with it we begin to turn the GG towards the balcony. Then the GG will fly in a diagonal arc sideways and land sideways on the desired balcony) In general, turns during jumps look very impressive and allow you to perform various jumps along complex arcs, jumping down a spiral, snake, fan and others) Some of them in action you can see in the Professional's Guide. But these jumps are absolutely not needed to pass OP-2. They are only mentioned for the sake of completeness) Jumping from tree branches has some unique features. There is almost nowhere enough space on the branches for a normal run. But we must remember that even a short run is always better than a jump from a place. With any, even the shortest take-off run, the GG will fly further than with any jump from a place. Therefore, if you need to jump from a tree to another structure, try not to jump from the end of the branch, but moving back as far as possible in order to take at least some kind of run-up. Often this mistake is made by those who try to jump on the post on the Cordon behind the Collector's cache. They jump from the edge of a branch and do not reach. And if you move as far back as possible and jump with a run, then it reaches the GG column without problems) But when choosing a place for overclocking, you must definitely take into account what is written below: Tree branches are made in such a way that they often have breaks and bends of textures that are often invisible to the eye. And the GG is made in such a way that it can normally accelerate only on a flat surface, without pits, small protrusions and surface kinks. If there are such irregularities, then the GG, as it were, “stumbles” about them, and loses the gained speed. Therefore, when taking off along a branch, it is imperative to pay attention to whether the GG loses speed during the takeoff. And if the speed is lost, then you need to look for such a branch or choose its side, where the GG does not "stumble". The same rule applies to any other surface: stones, roofs, curbs, railings, etc. , but most often this problem occurs precisely on tree branches. When climbing steep inclines, remember that in a full crouch, the GG can overcome much steeper inclines than when standing or sitting. And if the slope is so steep that the GG cannot crawl along it, then you can try to climb it by jumping. We bounce in place in a full crouch and in flight press the "forward" key. In many cases, this is the only way to climb a tree) The main problem here is that often another beam, ledge or other part of the structure prevents you from jumping onto the desired beam, which does not allow you to perform a direct jump in a full crouch. Therefore, to "fly around" interfering structures, you need to use various jumps in an arc. It was previously said that the GG in flight moves to the sides much more efficiently than forward and backward. Therefore, use this feature of the engine. To "fly around" particularly inconvenient structural elements, use the jump up the vertical arc sideways. Jumping up in a full crouch along a vertical arc sideways will allow you to easily climb even to the top of any crane in the Zone and any power line support at the Chernobyl nuclear power plant, not to mention simpler structures) Try it - you will be surprised how simple it is) Based on what was written above, You can "fly around" any protruding object by jumping along a vertical arc. But in this case, there is a much easier way. So that the protruding visor or parapet of the roof does not prevent us from jumping onto it, we need to move away from the wall to the width of this parapet or visor before jumping. The fact is that if you press close to the wall before the jump, being afraid to fall, then when you jump up, this protruding object, as it were, pushes you away from the wall. Here, too, everything is absolutely correct from the point of view of physics. Try to jump under a visor or parapet in real life. At best, you will hit your head painfully against it) And at worst, you will bounce off the wall from hitting it and fly down) Therefore, to avoid this blow, move away from the wall to the width of the visor and just jump up in place. And then at the highest point, press the "forward" key. Thus, you will "fly around" the interfering parapet or roof visor and land safely on the latter) This method works perfectly in absolutely all cases when you need to fly around an interfering obstacle in a jump. This is a rather complicated trick, so we need to talk about it in more detail. Suppose we need to jump onto a small ledge, which is far away, you can only jump from a run, and besides, the path to it is blocked by the corner of the building on which it is located. And there is no way to make a direct jump to it - just jump in an arc, and at the end of the flight you need to sharply change the steepness of the flight path in order to fly "around the corner". Suppose that you need to "fly" along the right arc. This jump can be performed as follows: accelerate, jump in a straight jump so as to fly near this corner. As jumped - let go of all the movement keys. And at the moment of flying past the corner, quickly and simultaneously press the "back" and "right" keys. In flight, the GG will brake and start moving to the right, thus flying around the corner in a steep arc and landing exactly on the parapet) This jump is quite difficult, but as a result of training it is quite doable) In OP-2 there is no mandatory need to use it. This skill is fully revealed in the "Professional" bonus plot, but in its simplest application it is used in the "Sniper" plot. Possible lifting options depend on the particular staircase or structure. 1. Climb the stairs by pressing only the "jump" key, without pressing the "forward" key. 2. We jump up and at the top of the jump a little bit, quite a bit we move forward. Short "jump" and immediately short and fast "forward". 3. We rest against the stairs and run, while constantly jumping. The specific method depends on the design and is selected empirically. In some cases, a combination of these methods may be needed. Methods 1 and 2 should be tried in various states of squatting GG - somewhere it will be possible to jump only while standing, and somewhere - only in a full squat. Also, when climbing such stairs and structures, it matters where the GG looks. If you look horizontally, you will not be able to jump. Look up the stairs. And, with such climbs, it is extremely important not to rush. The fact is that when moving up the "inactive" structure, there is an effect, as it were, of "repulsion" of the GG from the stairs. If you stop by jumping on the first step and watch, then you will see that after the jump, the GG slowly seems to move away from the stairs for a while, and then stops. In the vast majority of cases, before the next jump, you must definitely wait until the GG stops "moving away". Therefore, it is especially important to perform these lifts gradually, slowly, without rushing anywhere)
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