Garry's Mod
7,002 人が評価
mighty foot engaged
7
3
13
2
7
3
4
3
3
3
2
   
アワード
お気に入り
お気に入り
お気に入りから削除
Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
ファイルサイズ
投稿日
更新日
653.274 KB
2020年2月3日 3時29分
5月9日 13時33分
229 項目の変更履歴 ( 表示 )

サブスクライブしてダウンロード
mighty foot engaged

22050hz amen break sample 作成の 1 件のコレクション
Stuff I've done (and like)
17 アイテム
解説
the smod kick of theseus, made to be actually maintained and improved as time goes on
originally grew from a dissatisfaction of what was available and a striving to improve (and everyone says its kinda like maximum action i guess and its true it was inspired by it a bit)
by god, not perfect, but better than everything else
HOW TO USE: Uninstall sharpeye
open the console (SHIFT+ESC)
run "bind g mightyfootengaged"
press G to kick.
You can use any other key for it too, for example "bind mouse4 mightyfootengaged"
to change how it works go to spawnmenu>options>chen's addons>mighty foot
features (mostly compared to other smod kick types):
  • basically a simple universal melee attack that should work with any weapon
  • several animation sets to choose from:
    Names in white require third party addons, and have links to them.
    Apex Legends/Titanfall 2
    SMod
    Random available
  • an optional real third person animation, requires Extended Player Animations (Draconic Base is not required but xdReanims or DynaBase is)
  • a modified amalgamation of a few smod kick addons and actually somewhat functional code and rewriting by me (including the context menu category)
  • a leg that has player color and accounts for all bodygroups and skins that could possibly matter
  • a more robust kick so you won't have to look exactly at things to kick them (extra helpful with headcrabs and other small things)
  • an extensive list of settings to modify, including kick damage, applied physics forces, door-busting, and a bunch more
  • has the sliders and stuff in options submenu instead of a separate derma panel
  • kicking effects have been restricted to fix unintended side effects (i.e. kicking brush entities through the map, this was a problem with each kick addon i've used; kicking in vehicles resulting in suicide; other such things)
  • option to enable disarming npcs and players upon being kicked (two separate options plus you can't disarm friendlies) (like ez2)
  • kick mid-air to make use of your body to deal more damage
  • kick to press buttons and stuff you're holding away
  • kicking stuff pushes you back and you can kickboost like maximum action/cruelty squad and even launch into fr*icking space with a kick
  • entities, ragdolls, and doors use separate force calculations (tfa's used both ragdoll and entity variables in the same calculation making it absolutely pointless to have the former???)
  • glass panes break and it does not use a bullet trace (why would anyone use a bullet trace when kicks dont leave bullet holes)
  • a number of experimental features such as "projectile parrying" and "kick everything at mass relative force" just for the sake of it (experimental for a reason; they might not always work properly)
  • probably not completely broken in mp! there's no prediction though because legacy code lol
  • probably won't crash you (hasn't for me)
  • nzombies support that makes it (literally) your second crowbar/knife by cutting out most of the variability in favor of consistency, and *should* work universally across configs
ffgsnz in memoriam
you can find all the related console commands with the prefix "mf_"
wanna make a localization? help me, or yourself, on github[github.com]
4 developers: you can check for mighty foot damage by checking for 67 in GetDamageCustom in the CTakeDamageInfo object
known issues:
  • if your gmod crashes on kicking certain kinds of doors, disable Extended Properties
  • if you have any issues with legs not being present where they should, enable compatibility mode in client options first stop using sharpeye
  • if doors either stay stuck and/or flop over, open the console and run "whereis models/props_c17/door01_left.phy" to find out what other add-on is causing the problem
  • mirrors, remote screens, etc. have you t-posing behind you when kicking in first person fixed since 28th of April 2024
  • should not conflict with other "smod kick" type addons, AT ALL, and if they do they're derivatives of this
  • if your model brings an error, it's the model's fault
  • has a temporary "weapon bash" looking animation in third person only if you don't have the required add-ons for that
notes: i'm not good kind of okay at code
some creds to LeErOy NeWmAn, whorshipper, TFA and the guy who made tfa smod kick modified (for a couple good ideas), and Twilight Sparkle for porting the Apex leg animations.
JAJAJAJA, RONALDINHO SOCCER!
join lowercase gang

人気スレッド 全て表示 (13)
306
1
3月14日 0時50分
ピン留め: is there a bug
22050hz amen break sample
7
3月21日 13時13分
not changing animations
swagusername99
10
1月1日 3時47分
the creator of this mod always changing names
Daftrio
1,520 件のコメント
NabraSaddle 5月6日 4時11分 
I can't see my foot when kicking in front of the mirror, and I can see the model t-posing for one frame before it disappears
22050hz amen break sample  [作成者] 5月5日 2時28分 
then its either your playermodel being on an unconventional rig or another mod managing to block it from view
John Nancy 5月5日 1時12分 
not even using sharpeye yet the leg is still invisible
metaxa3387 5月3日 15時37分 
spetsnaz warrior jump
Sleeper 5月3日 13時32分 
sybau gurt
VladiMatt 5月3日 12時38分 
awesome, thanks for the quick fix!
22050hz amen break sample  [作成者] 5月2日 23時14分 
yeah okay that's a LEGACY BUG from the OLD smod kicks
22050hz amen break sample  [作成者] 5月2日 23時14分 
I DIDNT DO A SPECTATOR CHECK??
22050hz amen break sample  [作成者] 5月2日 23時13分 
i'll just do another spectator check; shouldn't be too hard
VladiMatt 5月2日 22時31分 
nah it lets them affect gameplay (which was funny as hell to find out) but thankfully the fix is super simple, I edited it on my friend's server to just call IsTerror() instead of Alive()