This only works in whole mods, it requires to edit every (playable) character.
The basic idea:
A object makes the character go to the crouch-frames or a fake-standing when the object is reached in the jumping frames. I'll describe the easiest way (In my opinion).
The DCing:
The platform permanently creates (Invisible) bandits with a special bdy. The character Jumps onto the platform, the itr/kind: 8 reacts to the bdy and goes to the crouching frames. However the character won't fall down because there're several modifications that prevent him from doing so.
The character now can perform any attack/action, except walking.
The basic idea:
A object makes the character go to the crouch-frames or a fake-standing when the object is reached in the jumping frames. I'll describe the easiest way (In my opinion).
The DCing:
- Character Edits:
- You have to change the state of frame 1,2 and 3 into state: 1 and give those frames dvy: 550.
A new frame is also needed, that is exactly the same as frame: 0, the only difference is that it has state: 1 and dvy: 550. Next: 1 is also very important, otherwise the character will go to another frame, which doesn't have dvy: 550.
Code:<frame> xxx standing
pic: 0 state: 1 wait: 3 next: 1 dvx: 0 dvy: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
Now, for what do we have to change this?
Since dvy: 550 won't work in state: 0 (The character will always ALWAYS go to the jumping frames when he's in the air in the frames with state: 0) you have to use another, similar state. In this case state: 1.
The new standing-frame is another adjustment that makes the gameplay "normal". You know that in (nearly every) mode (VS mode, Stage mode, ...) the characters start a little bit off the ground. If you have a dvy: 550 in the first standing frame the Character would start off the ground, not "falling" down.
Other important edits:
Code:<frame> 3 standing
pic: 3 state: 1 wait: 3 next: 235 dvx: 0 dvy: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 44 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
Code:<frame> 215 crouch
pic: 60 state: 15 wait: 2 next: 235 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\012.wav
wpoint:
kind: 1 x: 25 y: 61 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 40 w: 29 h: 38
bdy_end:
<frame_end>
Now to the jumping frames.
These frames should include itr/kind: 8 which will make the character go to the crouching frames.
Code:<frame> 212 jump
pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 31 y: 15 w: 21 h: 64
bdy_end:
bdy:
kind: 0 x: 18 y: 29 w: 48 h: 17
bdy_end:
itr:
kind: 8 x: 22 y: -1035 w: 26 h: 100 dvx: 215
itr_end:
<frame_end>
However, you need to create a new frame, otherwise there could occur some "realism problems"
Lets say the character is standing right under the "platform object". He jumps and the itr/kind: 8 makes him go immediatly to the crouching frames, even though he doesn't even stand on the platform itself.
To avoid that, you have to create a new jumping frame.
Code:<frame> 212 jump
pic: 62 state: 4 wait: 10 next: xxx dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 31 y: 15 w: 21 h: 64
bdy_end:
bdy:
kind: 0 x: 18 y: 29 w: 48 h: 17
bdy_end:
<frame_end>
Code:<frame> xxx jump
pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 31 y: 15 w: 21 h: 64
bdy_end:
bdy:
kind: 0 x: 18 y: 29 w: 48 h: 17
bdy_end:
itr:
kind: 8 x: 22 y: -1035 w: 26 h: 100 dvx: 215
itr_end:
<frame_end>
The actual jumping frame has a little "time delay" that makes the character react after a short amount of time.
However, the wait value should be changed depending on how "high" the platform is.
The last thing you have that has to be modified are the attacks. Every attack (Including Punching frames) MUST have a dvy: 550 and a next: that leads to the new standing frame (Look above)
- You have to change the state of frame 1,2 and 3 into state: 1 and give those frames dvy: 550.
- The Platform Data:
- The Platform is simply a object that permanently creates "bdys" that make the character go to the crouching frames.
The "bdy" has to be created at the centerpoint of the platform.(Thx to Deus Ex Machina)
Code:<frame> 0 platform
pic: 0 state: 3006 wait: 0 next: 999 dvx: 550 dvy: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: xxx y: -1035 oid: 30 action: xxx
opoint_end:
<frame_end>
In this example Bandit gets a new frame.
Code:<frame> xxx platform_bdy
pic: 999 state: 3 wait: 1 next: 1000 dvx: 550 dvy: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 18 y: -1000 w: 48 h: 100
bdy_end:
<frame_end>
Additionally you can add two itr/kind: 15 that make the character go to the jump frames again if the character goes further than the actual platform object. There are other ways to do this, the one with the itrs may disturb the gameplay a little bit, but it's a very easy method.
- The Platform is simply a object that permanently creates "bdys" that make the character go to the crouching frames.
The platform permanently creates (Invisible) bandits with a special bdy. The character Jumps onto the platform, the itr/kind: 8 reacts to the bdy and goes to the crouching frames. However the character won't fall down because there're several modifications that prevent him from doing so.
The character now can perform any attack/action, except walking.