The perfect mod to finally executed your vengeance upon Stegosauruses. Also coincidentally a pretty decent crazy golf minigame.
Set up and play beautifully intricate crazy golf courses in Jurassic World Evolution 2: The premier golf game on Steam.
> IMPORTANT
JWE's physics is tied to the framerate. If you try other players' maps, make sure to match their general framerate (60 by default). Low FPS = further hits, higher FPS = weaker hits.
> Mod Guide
> Mod Showcase
Presented using maps created by the presenter - available as an Optional Download to this mod!
Highly recommend you watch this to get a feel for how the mod plays and what's possible with it.
> Complete Beginner's Guide to Installing, Using, Configuring and Uninstalling Mods
> Controls
- V: Enter Stegolf Mode
- Z: Switch to Putter
- X: Switch to Driver
- C: Switch to Pitching Wedge
- 1: Set Hit Strength to Weak
- 2: Set Hit Strength to Normal
- 3: Set Hit Strength to Strong
- Ctrl (HOLD While clicking on regular dinosaur): Tranquillise
- Shift (HOLD While clicking on regular dinosaur): Wake Up
- Ctrl (HOLD While clicking on Stegolf Ball): Soft Reset
- Alt (HOLD While clicking on Stegolf Ball): Hard Reset
- Alt + Ctrl (HOLD While clicking on Stegolf Ball): Hard Reset all holes on current map
> Building Overview
- Stegolf Hole: Used as a hole. Hole number must be > 1 and paired with a Stegolf Spawner.
- Stegolf Spawner: Spawns Stegolf Balls. Hole number must be > 1 and paired with a Stegolf Hole.
- Stegolf Hazard: Soft Reset: Resets Stegolf Balls to their last stable location.
- Stegolf Hazard: Hard Reset: Resets Stegolf Balls to their spawn point.
- Stegolf Hazard: Force: Applies a force to Stegolf Balls every frame. Either pushing (>0) or pulling (<0).
- Stegolf Hazard: Speed: Changes the speed of Stegolf Balls every frame. Either speeding up (>0) or slowing down (<0).
- Stegolf Hazard: Mirror: Reflects Stegolf Balls. Can either dampen reflected balls (<1) or increase the speed of reflected balls (>1).
> Intensity Values for Each Hazard
Explains how the Intensity value is used in each hazard. DeltaTime is used in games to make sure the amount of change-per-second isn't affected by variations in the framerate. You can ignore this part of each multiplication to instead see how each value is affected every second (rather than every frame).
> Force:
Each frame, the Stegolf Ball is subject to a force of (intensity * deltaTime) from the centre of the Force hazard.
So use positive values to push away, or negative values to pull in.
> Speed:
Each frame, the Stegolf Ball's speed is set to:
new_speed = current_speed + (current_speed * intensity * deltaTime)
So use positive values to speed the ball up, or negative values to slow the ball down.
> Mirror:
Upon hitting the mirror, the Stegolf Ball bounces of the surface and its speed is adjusted to:
new_speed = current_speed * intensity
So use values > 1 to increase reflection speed, or values between 0 and 1 to decrease reflection speed.