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opoint weapons
#1
hello, im just curious about something
and i cbs finding out myself. i assume someone already knows so it would be quicker to ask

how would i opoint a heavy weapon (a rock) on hand without having it being held like a small weapon (like the baseball bat)?
~its been a long time coming~
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#2
you get a hexed exe
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#3
damnit! are you serious?

any solution or something i could do that wouldnt require hex?

how about if i made the weapon invisble on the ground and picked it up?
~its been a long time coming~
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#4
nope. tried that. you need to have hit_a for that to work. sadly.
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#5
its still a solution
you can do that
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#6
youll just have to make the combination end with a, then let the weapon appear quick enough (and ofc let other weapons fall first).
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#7
with a? another question
apart from punching frames with ik2, can i use ik2 for any other frames? or is it in the exe?
~its been a long time coming~
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#8
You can use itr/kind: 2 in any frame but it still require you to hit the A button.
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#9
that why i said the last button has to be a and the ik2 does have to be quick enough in the move.

the game engine actually reads the inputs (aka. a, j, d etc.) for a certain few frames (except you pause the game i guess). so if your move ends with a, the computer will still read the a as input in the frame with ik2.

and dun worry about the com not picking up the weapon, i once tested how often they hit the a button. outcome: the coms almost permanently smash the a-button :P
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#10
if you are still stuck on this problem and haven't started hexing your way around, you can make the move input into something like the following:
DJ -> summon heavy object
then press A so it automatically picks it up...

So it's basically a DJA input that's being split

of course, that heavy object would have a special itr and the attacking frame would have one as well

Not my solution btw... just something discussed 4 years ago
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