mighty foot engaged
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
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"
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:
- 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
wanna make a localization? help me, or yourself, on github[github.com]
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!
