Author Topic: Delayed Crouch Playertype  (Read 1097 times)

You know, for all your delayed crouching needs.



sorry man, I couldn't figure out a way to prevent crouching so I could delay it

sorry man, I couldn't figure out a way to prevent crouching so I could delay it
Gaah. Alright; I guess x2 damage is enough of a dis-advantage.

sorry man, I couldn't figure out a way to prevent crouching so I could delay it
there's no way to prevent crouching sadly, it appears engine sided

there's no way to prevent crouching sadly, it appears engine sided
Preventing it entirely is possible though. Just set the crouching box to the same as the normal bounding box. Although it's kind of tricky to remove the animation.

Unfortunately crouching is actually handled client sided due to prediction.

The best you could do would be to have two different playertypes with different crouches, and then have it switch playertypes after a delay, but that would handle like stuff even in the best of cases.

Oh!
Make a new mdts constructor with no crouch

Oh!
Make a new mdts constructor with no crouch
Already tried it.
Sequence import failed:  sequence node "hip100" not found in base shape.
Add-Ons/Player_NoCrouch/Player_NoCrouch.cs (0): preload failed for PlayerNoCrouchDTS: Load sequence Add-Ons/Player_NoCrouch/m_jump.dsq jump failed for Add-Ons/Player_NoCrouch/m.dts.


And a lot of other animations would not work for some reason.
« Last Edit: November 06, 2013, 02:08:04 PM by jes00 »

You're doing something wrong

You're doing something wrong
Yeah I did a custom playertype with no leaning the other day and it worked fine

sequence# ="root"

set the sequence for crouch to root

sequence# ="root"

set the sequence for crouch to root
exactly

Yeah I did a custom playertype with no leaning the other day and it worked fine

You don't need to create a new constructor shape for that. There are player datablock fields for it.