Kickfoot

ReBoot

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Thothie requested a kicking foot view model for martial attacks.
And now I did one. I basically took the third person leg and gave it a first person kick animation. Take a look:
foot.png

And download it:
http://kirillst.ki.funpic.de/dlext/foot.mdl
 

PBarnum

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would be fun to kick one of their faces
 

PBarnum

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one question. when you look straight up, are you still going to see the kick or is there a way around that?
 

Sabre

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Heh...I'm sure someone in plate armor won't be able to bend that way...
 

Sabre

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Dude! The kick should be a bicycle kick!
bicycle.jpg
 

Vomica7

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would this kick be available even when holding a weapon? that would be the bestest thing ever.
 

The Man In Black

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I suggest it be done like SMod. The kick is bound to a button.

I also suggest that there be some boots to make it more powerful:

Leather boots
Steel-toed boots
Spiked boots
etc..

They could also improve defense
 

evilsquirrel

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dunno if boots would help defense much really, more stop you from jamming your toes ;)

but yeah, agreed on the different booties...if only armor didn't include the boots and leggings and all..i guess that could be changed though, mebe?
 

Vomica7

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cleats. :D


meh im not really feeling the boots idea.
too much trouble. lol
 

The Man In Black

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Leater = leet leather.

Oh, and metal boots and stuff would reduce your kicking speed.

Armor on your feet would protect from Magic, Badly shot arrows, and if you're jumping when hit. Rather than program those in, wouldn't it be easier to just have it raise your defense a bit? ;-)
 

Thothie

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God seems we've been waiting for this one forever.

I may have to slow down the anim speed to make it work well, but I think I can rig this up as a secondary attack on the MA.

I wouldn't be able to make it an 'any ol time' spec attack until I can figure a way to bind atks to other keys. No luck with that thus far.
 

The Man In Black

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I don't think that's what he meant
 

Thothie

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[internalgeekspeek]

The "reg.attack.keys" script setting does not work. Ya can see where they are registered in CGenericItem::CheckKeys( attackdata_t *pAttData ) - but even looking at that, it seems I should at least be able to register attack1, forward, back, moveleft, moveright, use, and jump. But I've tried all that, I can't register those either.

Large portions of the code there have been removed, so you can play with it if you wish, but I'll have to get you a script to experiment with - meantime best you can do is make sure anything you change doesn't fubar the existing weapons.

[/internalgeekspeek]
 

Thothie

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Hehe, yes, tis good. Hopefully I can get it in before MAR2007.
 

Orochi

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This is awesome, but do you mind if I make a few adjustments if necessary? Sometimes MS:C doesn't like the view origin, so I may have to adjust it. You've also saved me time, yay!
 

Netrogor

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Back on the area of boots... with a new armor type to equip there could be a whole new field of items to add... so much more content!! You could make boots of running, where you get to move 50% faster than normal, walking speed included.... and those could probably look like cleats (I like my baseball cleats, used in my freshmen year & they are still awesome) :D
 

Xeropace

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If boot types weapons get added, someone should make a really hard jump map with not many enemies.

At the end would be the reward chest with the boots in, either they let you jump higher (if that's even possible, or maybe give you long jump from HL :p?), run faster, etc. This way the reward you get is linked to what you had to do to get it?
 
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