by Nightwatch on 21 Nov 2009 19:24
OldFighter,
Many games have amazing user interfaces which allows large number of optional moves/features activated, either on permanent or temporary base; Crysis and Fallout 3 are amongst those I can quickly remember. STALKER, on the other hand, is very limited on this matter, and allows just very few extra keys to be implemented. However, there are of course possibilities exist, though require some cumbersome work done in a few layers as done in several mods, e.g. ignition switch, etc.
I'll try to see my hand on a mini-mod on this matter after the patch, try to make it ready alongside Xtreme++ version, though I don't think I'd like to use it on NEWSA structure as I don't think we really need to jump that high in this mod. But it may be integrated into vanilla game and mods prepared within the framework of vanilla. some other mods.
VINTAR
You can change jump height in the game, it's not an all.spawn issue; most ltx and script inputs can be changed on the fly. For example, I place, remove and change positions of tanks and helicopters, change their attack directions and times, etc, on the fly while in the game. [In fact, (though not quite advisable and may stop working after several tries) many times I have not even exited the game, lol, just kept it on stand-by (pause) and changed the scripts, and then, while the files were still on the screen, saved the files and reloaded the game from a save that I did a minute or so earlier position, so when the game starts the read the scripts again, it executed the new code, hence the new action. But I stress, it doesn't always work so crudely, though. Best way is to exit the game then reload after the script change, -on those files that allow on-the-fly input.]