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handicap
#1
how to make a char who cannot
-jump
-dash
-pick weapons.
-pick heavy weapons
-roll
-catch

~a handicapped character:p
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#2
Jump:
jump_height -16.299999
jump_distance 10.000000
jump_distancez 3.750000
set this to zero, delete frames 211 and 212 and change frame 210 so it looks like a standing frame...

Dash:
same as jump, just with dash values and use running frame, in original running frames change hit_j to 213

pick weapons:
delete these itr's from punch frames:
itr:
kind: 2 x: 27 y: 57 w: 36 h: 25 vrest: 1

itr_end:

Roll:
change frame 102 to standing-frame ( or even better: running frame if he should go on running, up to you)

Catch:
delete this from walking:

itr:
kind: 1 x: 40 y: 16 w: 25 h: 65
catchingact: 120 120 caughtact: 130 130
itr_end:
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#3
thanks:)
just wanted to know whether there were Source tweakings that work with these frames which would cause bugs:D
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#4
Well i have created a study example you can download it if you want:
download
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#5
Shock
i finished already. :p
but thx anyway

this is too easy for a study example:)
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#6
Someone else Wrote:Well i have created a study example you can download it if you want:
download

you're creating a 12 MB StudyEX witha movie in... a bit crazy... :p

the only thing I don't like in the studyEX is the dash thingy. CHange dash height to 0 and edit running frames:

Code:
<frame> 9 running
   pic: 20  state: 2  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 44
  sound: data\003.wav
   wpoint:
      kind: 1  x: 20  y: 41  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>

<frame> 10 running
   pic: 21  state: 2  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 44
   wpoint:
      kind: 1  x: 32  y: 53  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>

<frame> 11 running
   pic: 22  state: 2  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 44
  sound: data\004.wav
   wpoint:
      kind: 1  x: 56  y: 54  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>


<frame> 44 running
   pic: 20  state: 2  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 44
  sound: data\003.wav
   wpoint:
      kind: 1  x: 20  y: 41  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>

no reaction if you press J now - like there's no move...
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#7
You have to be carful with the non-picking-up-weapon thingy. The Computer will still try to pick up those weapons. And since he's not able to he keeps punching the air where the weapon is lying on the ground... :confused:

I dunno if you saw that yet, but the zombies in LFM are throwing the weapons automatically away.
Maybe you should add something like this too, if you don't want the computer to act really dumb :P
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#8
Lauli Wrote:Maybe you should add something like this too, if you don't want the computer to act really dumb :P

i will make the char kick the weapon away:p

but how?!?!??:confused:
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#9
instead of picking light copy the throw light weapon frames to this frame number :p

same with heave...
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#10
MH-Razen Wrote:instead of picking light copy the throw light weapon frames to this frame number :p

same with heave...

k
but spose i want him to kickit away,
i put a itr it that frame.
so can you show me where the area of the itr should be?
with a pictuure?
of louis maybe?
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