#Unnarmed Combat / Punches and Kicks / Martial Arts
1646 messages · Page 2 of 2 (latest)
Day 2 of pleading for the ability to break limbs
UPDATE (1.9.0)
-
Added new options to configure Grab Duration, Balance Loss Angle (for takedowns), and Force Required to Break a Grab.
-
Configuration settings can now be saved and are automatically loaded on initialization.
Hell yeah,NOW I CAN USE THAT ONE MOVESET.....
My enemies shall fear me with my hand
I recommend lowering "Force Require to break grab" when used with ReimaginedPhysics.
The consequences shall be catastrophic
ive waited for days like thes
gone the days where i had to modify the mod
to have longer holds
is it possible to make a version with perm holds? i would only want it for the assembly of the mechazord
If you edit this file you should be able to make it longer (just put 999 or some large number)
this mod doesnt buff base blunt damage from the body, does it
It doesn't
In example 1 we see the left hand is fully charged, and the right hand is charging.
In example 2, the left hand is currently grabbed.
Imagine charging ur hand whole match to one punch(man) someone
You know. It’s wierd. I’m quite shit at making punches. But my kicks? They are fucking insane
real
GG @sly dew, you just advanced to level 5!
make punches like you make kicks
elbow goes the other way
karate chops are unironically better than punches
I don’t think you understand. I can kick so insanely hard. That I won a 2v1 3 times in a ROW with just my 2 kicks. One of my kicks literally one tapped a guy when he tried to kill me. The aura was insane
I understand entirely, and what im saying has nothing to do with that
Punches wont be as good as kicks, that cant be solved
I’m trying to say that I’d rather make super good kicks than destroy a guy rather than attempt to learn to make punches
like I’ve seen kicks
valid
Notably magmar
And they work well
But not “slam a guy across the arena” well
Plus
It allows me to do all kinds of crazy shit with my body
Like do a bicycle kick into a stomp or smth
But I don’t usually do that
Because missing it means no damage and large recovery
I’m so sorry. Magmar
Its all good 👍
been working on it... If everything works right the update should go Live today
Mag PLEASE make it so grabs dont disable your goddamn balance, it allows for insanely op moves in which someone grabs your hand or smth and just instakills you
it removes the whole point of being unarmed if someone can just
Grab you ONCE and the fight ends
and it doesnt even matter from where you grab
have you EVER heard of someone completely losing their balance when another person grabs their hand ?
Press F8 on the latest version of the Mod and turn "AngleToLoseBalance" all the way up
UPDATE (2.0.0)
- New mechanic: Joint Breaking. Perform an ArmBar or LegBar and you can break an opponent’s limb. (or your own... Please report a bug if this happens too often). This feature is experimental, and it is not supported on Legacy. I plan to add options later so players can adjust parameters that may improve Legacy compatibility, although there is no guarantee it will work well.
Hand-tuning every aspect of the mod for both Legacy and Creative is impractical, so I’m focusing on Creative. Eventually the Host will be able to configure the mod if they want to experiment with Legacy and possibly get a more stable experience.
remember to give feedback on it. I will keep improving the Mechanic
IM READY
make a lobby if you can, Havent tested on multiplayer (but it should work)
first victim is me...
I see, Im gonna make it harder to break the limbs
UPDATE (2.0.1)
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Changed default Torque Needed to break a joint (2500 is the new Value).
-
Added Config Slider for the Joint Break Mechanic (Adjust between 2500 and 3500 for Creative... Or between 3500 and 6000 for Legacy)
Yayy more stuff
what?
also pretty much EVERYTHING breaks your knee
i dont think you dropped the 2.0.1
it will take at least another half an hour for it to show up on Thunderstore
once you have the latest version, Press F8 and config it however you like
If it doesn't work properly let me know. This is still an experimental mechanic
my knee likes to pop out in the move editor
I think another slider would be nice
otherwise this mechanic is awesome
I added that in the last version
my legs dont work anymore
.
play with the new Slider until it doesn't happen anymore, then vote on the Poll
How does it work? like the torque i mean
it calculates how much Torque is being applied to the joint and it breaks it past a threshold
oohhh okay, so that explains why the normal trick of over extending is breaking my legs
other than that its pretty cool, i was able to grab fancy pants' arm and snap it. letting me get more hits in
thanks for making cool stuff even when youve barely recovered from illness :)
this can totally be used in the film :O
Please Press F8 and play with the values until you find a good value for it
this is horrifying in every capacity
play with the new Slider and let me know what value works for you please 🥹 . If you increase it, it makes it harder for joints to break
ah my beloved legacy weird glitchiness (this is on what should be ~7000)
doesn't happen on creative at least
bad news, it does happen on creative on the current default value (5000)
Do arm and leg bars work tho?
i don't think i actually have a bar move
if you land hard enough with your knee bent all the way youll shoot up when it breaks
HOTFIX (2.0.4)
- Fixed bug that caused broken limbs to levitate a few centimeters away from the socket
this should fix that launch, but if It doesn't let me know and I'll look into it
you only launched up to 2.0.2
nope
is this latest update?.
Waking up after 9 hours and watching this be completely empty scares me 🥺
Remember to participate on this
yea
If it happens in a lobby send me the replay so I can troubleshoot
Also guys, if you keep breaking your knees for no reason just Press F8 and increase this value
ngl
the new update dont work at all
you can't do what it was meant to, 9 times out of 10 you'll end up breaking your own limbs in attempt to break another's
The closest I've gotten to a somewhat consistent break without breaking my own limbs is to wrap around the person, mostly at the lower legs, grab the upper part of the legs, then roll forward. I basically treat them like a toothpaste tube.
Besides that yeah, I tend to break my own limbs trying to break others, even in testing.
I'll have to test a bit more with it to find a torque value that feels just right for me
Can we break their limbs by tearing them like a giant?
What if we make a torture in gladio mori where 4 people are holding one's arms and legs and uhh
Do what bulls were doing someday
when add ground damage
I have genuinely been sitting in a lobby waiting to fight people because everyone i fight just leaves
I have the most vile fucking combo known to man it’s insane
I 3 tapped a guy
In
CREATIVE
The only way that I’ve been killed with my kit is if someone straight up grabbed me in order to get me to the ground
Other than that
It’s nearly impossible
Something I realized is that joints don’t break when they’re bent against the fulcrum of the knee, instead it when it’s bent normally too much
Thats definitely not a good system
I’ll have to roll back the update then. It seemed solid on paper, but I clearly didn’t test it enough. I apologize.
I’ll look into alternatives to implement a reliable joint-breaking system.
Roll-Back Hot-Fix (2.0.5)
- Completely removed the Joint Breaking system
i think instead of just torque, it might need to be tracking something more specific.
like the amount of torque in a specific direction while the joint is already at the boundary of its reach
im stupid so i cant explain what im thinking clearly, also i cant say whats possible and what runs well so idk
it was a good idea to start at least, maybe in the future there could be some more fine tuning or another method
I know that, but its really hard to actually code it.
The main problem is that Unity doesn't really tell me "how much torque is being applied" once it reaches the angular limit of the joint 🥹
ahhh i see
because at that point there isnt any way to calculate torque based on how it works
it requires an actual change of angle, am i right?
Pretty much. Once the joint reaches its angular limit, Unity stops giving any meaningful change in rotation, so you can’t derive torque from the angle difference between the target rotation and the current rotation anymore.
system like that would be useful to calculate stamina... But not joint breaking mechanics 😔
hmm, can joints be forced past their limit by pushing hard enough?
What Value should be Default for "Torque Needed to Break Joint"
2
2
6
7500
I'm not sure, joints can be forced past their limit when the Physics Solver fails to solve the calculation (Because of a strong collision or small errors)
And I used to think that was the only way, But I'm looking into it and there seems to be a way to use a "Soft cap" for the limits (this would allow me to calculate the torque applied once the angle goes past the limit)
Ah, so it wouldnt allow the joint to move itself past the angle but could still be forced?
that, just on paper, sounds like a good strategy
half my moves break my own joints
Deku
mha powers in gladio when
cool so even if i set it 20000 my joints break from my jump
.
gotta wait for it to update. The new mechanic was a failure
i see
bring it back sometime please
i would love to break people with spider moveset
To be honest knowing your moves it makes sense.
@dusk lake can u send me that moveset you were using to test out the mod?. I need an ArmBar or LegBar
I'll try to send the move in a bit, just gotta get some cleaning done first
ty 😄
UPDATE (2.0.6)
- The Joint Breaking system was completely reworked. (IT ONLY WORKS ON CREATIVE)
This new system cannot work on Legacy because it needs a "MaximumForce" limit on the joints for it to work (Something Legacy doesn't have because it allows infinite strength)
I couldn't do tests with an actual ArmBar or LegBar. But I did test it by adding invisible forces with the Editor and it worked really well
YEAAAAA
I will attempt to make moves and give input in a little while
beware that the limit to break the joint is quite low right now, I'll increase it when I get feedback on it
just gotta wait for r2modman to register that there's been an update lmao
yuh
annnd updated lol
Hotfix (2.0.7)
- I fucked up on a line of code. Its fixed now (Nobody even had the chance to watch the bug)
quick 1fps demonstration...
as you can see I didn't break my arms or legs while fighting, but it depends on pressure. In this video I lowered the required torque to break the elbow and then pressed it against the wall to break it, but it should be a bit more difficult than that
r2modman only got me 2.0.6 so far, it'll get there in a little bit but until then witness this atrocity
brb gotta go google how to break someone's limbs
lmao
So.
My kicks now bend my knees in the opposite direction slightly
But
They don’t break
So I don’t care
Yeah im either gonna have to make a version of my movesets that won't break my bones with each of my kicks/swings, or I'm gonna turn my arms into whips baki-style
That's a Different Day issue though bc i don't have the awake enough to do things
last update is live now btw, I just checked and 3 people already downloaded it
let me know if thats still the case in the latest version
Lol,i think ts gonna break my legs and arms in like half of my moves
Is that the case? I need feedback to keep adjusting the value
No,I haven't tested it but hip jumps are most likely to break
If you're talking about Legacy it will definitely not happen (because it's disabled there)
I wish it was possible to use it there, but the system relies on the Joints "MaximumForce" parameter
And Legacy doesn't have that 😔
😨
I can definitely do some testing and try to make it compatible, but I can't promise it will work
And I also need feedback to know it works correctly before doing that
What if you change the power of our bodies so its like in legacy but its not
Kinda like all-time berserk
I'll try different things, but it's not as easy as that
🔥
I won't start working on that until people give me feedback on how it works in creative so far tho
I'm gonna give you feedback when im done with my hw
Creative on top
14 damn exercises
I’m gonna give it a try later tonight, I have hope that my scissor takedown might fuck knees up
I look forward to your feedback. i just need to know the following
-
Do armbars and legbars work properly now?
-
Do knees and elbows break too easily?
Once I get those 2 questions answered I can adjust the values and start working on the Legacy version
I’m curious, do you think you could ever enable the blunt bruising effect from collisions with the ground with body slams?
Having people ko’d for a little bit is cool for slams but actually killing or doing limb damage would be awesome for takedowns
It’d make them feel less cheap because the only opportunity you get from it is to beat your opponent while they’re out cold
Ill look into it, but the BaseGame blunt damage system is definitely not prepared for environmental damage
could try tracking any sudden stops maybe idk
@hardy vale armbars don't seem to work
true
youre trying on Creative right?
yea
do the arms break with any other movement?
hmmm are you sure its not broken?, it should lose almost all its strength, If you punch the arm it should bend the other way quite easy when its already broken
yea
it wouldn't make sense for the arm to bend the wrong way without breaking. Its just impossible, maybe you're expecting the arm to behave a different way when broken
Can you make a lobby? we could test rn
sure
killing the enemy will make it hard to tell if the arm is broken or not
I suggest making that T Pose enemy and trying in SinglePlayer with ai (NOT AIEXTENDED)
join back
the ai looks at me so it wouldnt work
@lunar hatch @dusk lake @twin garden @sand gust y'all let me know if I need to lower or increase the Torque needed to break the arm.
It seems that the threshold is too high rn, so its hard to actually break an arm (and even harder to break a leg), But it needs to be that way to prevent harming ourselves when punching and kicking.
I could probably lower it a 15% tho
Why not have the ability of limbs being broken off until grabbed to prevent random attacks from breaking your own shit
I get osteoporosis in my sleep too
then you wouldnt be able to break bones with hits
I mean, small price to pay to have a functional dislocation with grapples
the reason you dont agree here is the same reason I made the system the exact way it is
Besides the stun effect in vanilla is already so strong that we don’t need additional stagger effects
?
I’m not following
when a mechanic is conditional to something (Like being KO'd or Grabbed), people argue on whether or not thats good or not
the best approach here is to look for realisim, that way people can't complain
can you grab with two hands?
yes
Yesss
Fair
we'll find the right balance, we just need enough testing
I made joints hard to break on purpose, once y'all try it out and tell me its too hard I will make it easier (around 10% Threshold reduction)
a 20% Threhsold reduction would be exactly like this
using both hands to make presure on the elbow with the armbar should be enough to break the elbow
Like this: 2 hands OVER the opponent's hand
Chill bro I haven’t even got to making an arm bar yet 😭
Tbh I’m probably not going to make one
I just don’t see a situation in which I can reliably grab the hand of my opponent while not taking any damage
maybe I should make a head kick

I will
@hardy vale did you remove the slider
Im tempted to make a proper arm/legbar move for one of my movesets, as it currently is though i don't have one
I personally like the current value for torque, but that might just be me
I removed it when I removed the old system
heres video
i havent landed an armbar that stresses the elbow yet
thats really close, you gotta hug the person tho
grab with both arms on their back if possible
basically, the more you bend it the opposite way the closer you are to breaking it
this is like really really close
arm around the back + multiple changes to the legs = no difference
i could make the arms pull backwards when i tilt my hips up to maybe add a lil more strength
if that doesn't work, i don't know what will beyond bugs you can play with to create more force like oglo's spider
You could try closing the hold the legs have w/ the knee a bit more, then pulling them back, might extend the leg just a bit more to make it break
the knee cannot close more than what i have already
Can the hip joint/full leg move back more?
wym by back
like beneath my hips
i can js send u the move
That'd work, i'd need to edit it in a bit though bc i'm still working
kk
@hardy vale no luck on the armbar either
even when im wrapped around the arm pretty good and apply force on the joint
oh shit
i got it to work right after i said that
and i didnt have replay on 😭
wish you could mess with the testing dummy, trying to keep this mf on the ground is chore
should I lower the Threshold for breaking joints then?. I can lower it by 10% right now (and that should make a big difference)
UPDATE (2.0.9)
- Reduced threshold to break joints by 10%
Any feedback on this?.
No feedback,pure love
I'll test tonight and give feedback if it's needed
If it works as intended let me know too. I've been stressing about it not knowing if it finally works or not 😅
All I remember from yesterday playing in a super-powered respawn & reimaginedphysics server is that it doesn't break horribly, even with much faster movement & swings
I think you were there for a little bit
I wonder if it's possible to use slightly broken legs to make a digitigrade walk
same result as yesterday, im gonna see how it works without the snap because relying on a bug leaves a bad taste in my mouth
I mean the bug will always work. But now it should be easier to break joints without the bug
I reduced the threshold by 10%. So this should work now
i made it work without it ignore my rejoice
it was a clean break ngl
Haven't gotten my submission holds to break anything properly yet but my kicks and punches seem to definitely be more lethal now.
Low kicks had my friend limp legged
Wait,does this update mean I can set the value to low and kick someone's leg so hard it breaks?
I'm happy
the Config setting for Joint Breaking was removed a few Hotfixes ago
but you can still kick someone on the leg so hard it breaks 😄
you'd be torturing yourself too
the value is too sensitive, any lower than what it is right now would cause your own legs to break under your own weight
success requires sacrifice
I'll make a config slider once we get the perfect value for it
✅
that way I can make a range for the players to edit... If I just let people change it from 0 to 3000 it would be too chaotic and cause people to get confused
Hmm
Hear me out
I'm gonna cut my arm off
Break it
Grab it
And turn it into a mace.
And if I cut my arm and both of someone's arms
And set them so they hold each other
And break each one of them
Its a WHIP!
And if one of those arms was holding some weapon.....
thats funny
you can do that if you increase the Grab Duration time on the F8 menu for Unarmed
Yeah,we must think about possibilities.....
you get a flail for 60 whole seconds
ONE ARM CAN BE HOLD BY 2!!!!!!!!!!
or infinite if you just edit the .json configuration file...
Oh John gladio forgive me for what im thinking about
@lunar hatch damn I was bout to join 😭
Aw damn I had to leave for one of my classes
Legit every teacher I had canceled theirs classes besides one
Funny enough, I'm pretty sure this system is gonna indirectly improve knee strikes, stomps, and elbow strikes bc there'd be no risk of overextension with them when you hit your opponent's limb.
Like i can defo see a stomp aimed at the knee being a good move to break a leg on the person you're fighting
Oblique kicks would be devastating
I might need to increase the Breaking Threshold a bit. I just played a few hours on a server with the mod and our arms kept breaking. It wasn't anoying but it happened about 4 out of 10 fights
I'll leave it like this for now. Once I get feedback from y'all I'll increase it if thats what you want
i just gotta do some tweaks so I can be a little bit lower, but It seems like i've almost got a proper knee bar set up
Yes it looks a Bit Jank, shooosh it's fine
also some feedback, both positive and negative:
Pros of the new system & value: still allows things like overextension to be used, but gives it the big risk of "breaking my limbs with a mere swing", but also rewards making your moves stop at good angles with good timing by... not having that be a worry to have. (I'm slowly modifying a different version of my unarmed so that it stays in the safe ranges)
Cons: overextension can defo lead to way more limb breaks than is enjoyable for most folks that'll be playing the mod, reverting it back to being ~10% more would give a majority of folks the leeway to do their moves*, while still leaving a tangible risk for their limbs to break if they take it too far
this is also a bonus to the system existing
I can fix this
lmao thats so funny
Ill increase it a bit too
breaking limbs is too easy rn, I'll figure out the right value soon
ik mfers who walk like that in real life
I think the main issue generally is getting off any type of bar
Like
You wrap around their arm
Then they start flailing around and beating your shit
…
Add neck breaking
is this better?. It doesnt really affect the Threshold to break, but it does affect the tracking so next update is going to be a bit experimental
I fixed that with Reimagined Physics Hipunlocker
please don't I love digitigrade shenanigans so much
my armbar still doesnt work!!!
how do that
Mod lets you slightly overextend the legs without them breaking. So you overextend the legs, then very carefully make a walk cycle out of it
I wish it was really digitigrade
but because we haven’t any ankle joint it’s the same thing but reversed
a little bit closer to true player horses
i meant the leg break
oh, you force the other person's legs to overextend one way or another. I couldn't get mine to work fully without first hurting the dummy, but I don't really think that'll matter when most of the time I'll be fighting the person
based mine on the same idea as balota's: Grab, wrap around lower part of legs, tighten grip, lean back, pull person upward, and move legs back/down to force the extension.
this is actually a good strat. Blunt damage makes the joint lose its strength, making the joint easier to break (because the muscle isn't resisting)
That explains it
I wasn't understanding why dropkicking their legs made it work but that makes complete sense
I wonder if adding a small kick or something similar to the beginning before wrapping around would make it work *better
can we get a toggle for the limb breaking mechanic?
I'll add a slider, That way it can be disabled by just using the max value
UPDATE (2.0.10)
-
Fixed glitch that allowed people to slighly bend their knees backwards
-
Added slider to change the JointBreaking threshold
the fix on the Glitch forced me to change a few things about the system, so I'll need y'all to test different values for the new Slider and let me know what you think its best.
The best value should be one that allows ArmBars and LegBars to break joints, but also prevent arms from randomly breaking mid-fight
I suspect that this value is between 35 and 60
was using 53 with a friend and def made it better
completely forgot to test stuff on my end lmao, I'll try to get some done tonight. I'm gonna do default first, then ember's, then I'll shift things around from there and feel if the other values are better/worse.
also cheers to the new pc mags
ty 😄
Whip-punching with broken arm is cooking
yeah i agree on what ember was saying for good values, low 50's, maybe high 40's if you feel like having more breaks and more risk.
Do legBars and ArmBars work on low 50's ?
They still work, i just need to do a bit of damage to the limbs first to soften them up, just like they would on default
It's a new incentive to not purely go for the head or chest, it gives a solid reason to make every part of your opponent a worthy target.
I need help. I download this mode and activated but when the game opens ı cant find how to ply can someone help me about it
Yeah, sure. What ya got?
GG @bright venture, you just advanced to level 10!
It'd be really cool if you like made it to where you can break someones core by tackling them. It would be easier to do wrestling moves, because I was trying to see if a wrestling moveset would be viable and double and single legs are just useless because you cant lift their legs, or drive them forward.
GG @azure laurel, you just advanced to level 3!
Like if enough force is put on a standing leg its stability can break.
That'd definitely increase the viability of a LOT of things
Idk how hard that'd be though
it works like that right now, but you have to grab them first. Once you grab an opponent you can push, pull, or hit their legs to get a takedown
What should I do to play this mode
I think I need the moveset
There's no specific moveset tied to this mod. If you are having difficulty downloading the mod, give me the details.
@hardy vale how do you consistantly knock someone out?
I saw guy that he made arn armbar which moveset is it
GG @slow acorn, you just advanced to level 1!
Hit their head or chest with enough force
Thank you
Weatherd mma and Grip n throw v.3 have it
you just gotta Install ThunderStore Mod Manager to install all the mods, once you do that you simply launch the game from ThunderStore
i did but how do i use the mod when i launch it?
If you launch from Thunderstore it should activate automatically
you can Press the F8 key and it should open a Mod Menu for different configurations for Unarmed Mod
if the Menu doesn't open when you Press F8 then the mod wasn't installed correctly
Yo @hardy vale , has anyone been having issues with randomly dying of 'blood loss'? I'll be in the middle of a fight and just just drop dead. not sure if it's the unarmed mod specifically doing it but wanna check at least
Watch Untitled by Da_Lizlord and millions of other Gladio Mori videos on Medal. #gladiomori
Yes, I've got a few report but haven't gotten any chance to fix it
I will bring an update soon
alrighty cool, just wanted to make sure it wasn't something on my end
GG @sly dew, you just advanced to level 6!
whens the port
someday
How hard is the port
GG @copper roost, you just advanced to level 6!
Bc reimagined physics didnt take thag much
It isn't too hard, Its just that I'm finding all the issues with the mod before updating (so I can fix them all)
So far I've created a new default config menu, and I'll be reworking grabs a bit
what kinda rework we talking?
It will be harder to takedown an enemy with just a grab, and it will be easier to stand back up once you're on the floor (even while they grab you).
So we won't have the weird one hand grab that immediately making you limp? lmao
exactly
it does not make you limp
???
you have to force them onto the ground
There was a bug where simply grabbing someone would do the same as throwing them to ground and "knocking" them out. Making you completely limp without even needing to do anything else, I'm sure M4G will have it fixed with the port since bro always cooks
Update (2.1.0)
-
Ported mod to Mod.IO
-
Fixed bug that caused players to randomly die (I think)
-
Changed default settings.
REWORKED GRABS (kinda)
-
The new default angle to make people lose their balance for a takedown is now 45 degrees (It will be harder to make them fall)
-
Grab responsiveness was improved, This should fix weird grab snapping and physics glitches
-
Now when grabbing your hand will be fixed to the opponent's bodypart (You'll see what I mean)
-
Force needed to break grabs was lowered, Now you can defend yourself from a grab by punching the grabbing hand or pulling with enough force.
-
Increased Angle to recover from a takedown. If you have lost your balance, you can now recover it if you manage to put yourself in a "Standing" or "Kneeling" position (basically put your feet below your waist)
gonna give it a go
feeling great so far, just need hip unlocker for mod.io and it'll be golden
Yeah, once hipunlocker is ported over, things are gonna pick up so much more
I thought that already existed, dislocation or w/e it's called? Or did that toggle get removed in the port
there was a toggle in the first version of Join Breaking
but I removed it with the rework
doesn't increasing "JointBreaking Threshold" to max disable it?
no
for some reason
I see, I'll look into it, I also need to fix the mechanic itself since Arm-bars dont seem to be working too well
how do you grab I don't understand what Hold and LooseHold means y'all 😭
inside the Move Editor you can make your moveset change HandStates when you press a key
but if you're new to the game I recomend using a moveset from the Community
you can search for them in Mod.IO or in #1310524219049902090
this is one of my movesets, Its a Dual wielding moveset
and if you press H it changes to the "Unarmed" stance ("N" to drop the weapons)
Dumb question but how do you grab lol. I am new
if you're in the move editor making a move, there'll be a button for Hand States that let you choose between Hold, Loose Hold, No Hold, and None.
if you want to grab someone, you need to set your Hand State to No Hold, put your hand against the person/weapon that you want to grapple, then set the Hand State to Hold.
@dusk lake have you tried out the Mod.Io update?
I'm unsure whether or not the slow motion bug came back ._.
Can't, started getting sick as hell
Tjanks mate
is it possible to put people in leg locks and stuff
Alrighty, thank you man
GG @timid falcon, you just advanced to level 1!
that would be a bit hard since currently people cant grab themselves
now that I think about it. I only made grabs "Enemy only" because I was afraid people would grab the floor or their own faces by accident...
but now the Mod's playerbase is huge. I could change it to allow grabbing anything (walls, weapons and yourself included)
imagine a proper climbing mod. Scaling the walls of castles, cliff faces, and desperately hoping you can grab back on in time so you don't fall off
thats what I mean, I'd be expanding the mechanic without creating a new mod
I'm adding anything Sports and Martial Arts related to the mod
That would be awesome
I'm already imagining the crab-like horrors crawling along walls and ceilings
Terrifying
BEEN wanting this
Hollup how did you become spiderman
GG @azure laurel, you just advanced to level 4!
Future changes to grabs.
11
12
1
let us grab anything. Including ourselves and the walls
Nice, I'll bring the update soon
i hope there will be a option to disable grabs for like your self
i try to grab and i will choke my self
can we get an option to turn off bone breaking
its annoying
even at 100 or 1 threshold multiplier
still breaks
is there any way of breaking my own leg?
you dont actually play that zoomed out do you?
I kinda do. I use low FOV but I keep the camera far from the player
Hey could somebody tell me how grabbing works in this mod? I've got this mod via the mod.io in game and I cannot figure out how to use grabs, leg and arm bars and chokes.
I was thinking about temples , the things that are near our ears,what if when you head is hit instead of getting ragdolled there was some other penalty? Currently one hit to the head with blunt or unarmed mod is straight death sentence,so you need to add some rules about not hitting those who have fallen or die after getting one hit
i know its mostly my lobbies that have lots of jpn movesets but
It works with HandStates. in the editor you can select "Hold", "No Hold" and "Loose Hold"
in order to grab someone you need to have your hand open (No Hold), then touch the person you want to grab, and close it (Hold) while touching them
thx
UPDATE (2.2.0)
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Added config checkbox to disable Slow Motion
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You can now Grab ANYTHING (including walls and yourself)
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Joint Breaking mechanics were improved
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It is now slightly easier to knock someone out by grabbing them and throwing them against the ground.
If you like my Mods and Movesets, consider Donating :] It helps a lot
https://www.paypal.com/donate/?hosted_button_id=3XKHZNFE95L22
and yeah, Half Swording is now technically possible...
UPDATE (2.1.1) fixed some bugs regarding Takedowns and Disarms
Gonna try testing out self-grabs and everything else tonight, didn't realize it got updated
should add an option to disable it
My friend said grab everything is very annoying and a switch is needed to disable it.
:(
i think everything should have a switch
Could you clarify which specific aspect feels frustrating? There is currently a poll regarding the self-grabbing mechanic, as that is the feature I suspect some players may dislike.
@marsh lava
in other words, Is "Grabbing Everything" the problem?, Or is it just Self Grabbing what bothers him?
He said that whenever he was rolling, always grab the floor.
that shouldn't happen. If hes grabbing the floor while rolling it means his HandStates are going from "No Hold" to "Hold" while rolling
his character is actively trying to grab while he rolls, Is that intended?
hes possibly making an attack that grabs people he rolls over
if thats the case then he needs to manually have another action to grab while rolling, because it will grab the floor instead if not a person
alright, I'm working on an Update
i like the ability to climb stuff, for parkour it's pretty neat. id just add more options to disable features in the ui
UPDATE (2.2.2)
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Added Config to enable/disable self grabbing
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Added Config to enable/disable grabbing floor and walls
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Fixed bug that caused people to knock themselves out while self grabbing
self grabbing is disabled by default. But grabbing your own weapon by the blade (half swording) is always enabled regardless of the configuration
hehehehe
bee tee dubs @hardy vale, you made a mild capitalization mistake with the toggle for floor/wall grabbing
uhhh what
oh
XDDD
I'll fix it next update
ty for letting me know
apparently i've been having this issue the whole day, I guess I'm just stressed
if anyone figures out how pear did his climbing move id love to see it and make my own
not sure if this is a bug with the climb, but it feels like letting go with one hand instantly ungrabs with the other too, even if it should be able to support the pressure
nvm im just weak
scratch that climbing grapples are just weak in general i think
there is a setting to change the strenght of the grab "Force needed to break grab"
Its kinda low by default to balance out grabbing people
prevents that weird grab and spin meta we had before
Oh so we can play soccer and grab the ball
What to do about self grabbing?
4
6
2
Keep it enabled
its desabled by default, but can be enabled through the config menu of the Mod
@hardy vale just confirmed it's not because of hold strength
maxed out the strength and it still lets go like im holding onto water when i start the next part of the climb
thats been happening to me, try doing an animation that sets both hand states to no hold because ive been able to stop that by activating the windup of one of my grab animations
Ty, I'll look into this
UPDATE (2.2.4)
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Fixed bug regarding double grabs
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The Config menu is now movable/draggable
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Added new config "KO Threshold"... Its self explanatory, the higher it is, the less likely people is to get Knocked Down
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Improved compatibility with DwarvesAndGiants mod
How is the new update?, I haven't got the chance to test it in multiplayer
Ko threshold has been nice, longer fights and more meaningful shots actually make you earn the ko
Still need to try more variations of the settings tho
where can I get the mod?
GG @rough garden, you just advanced to level 1!
ive been looking for it on thunderstore but it says its depreceated
you can find it* through the Mods menu in Customize, since gladio is mostly pushing toward using Mod.io for mod sharing
It seems to be working fine in the different servers I’ve joined. Also I really like KO threshold cause now I’m not being knocked down by mearly being breathed on.
can you add a switch that make the grabbing auto snap on the character?
No Hold then Hold make me mad ;(
Grabbing is a real skill—once you get the moves right, it’s super easy to land.
UPDATE (2.2.6)
- IMproved compatibility with Respawn Mod :]
If you enjoy my mods and movesets, consider supporting my work with a donation ❤️🔥
Your support helps me invest more time into creating high-quality content and speeds up future updates and releases 🚀
The link for donations is in my Bio (click my nickname) 🙂↕️
UPDATE (2.2.7)
- Fixed bug that caused limbs to break in Limitless
dowload?
UPDATE (2.2.9)
- Fixed a bug where players remained grounded after being disarmed while the attacker continued holding the weapon
these dang bugs keep appearing out of nowhere 🥹
🎾
If you enjoy my mods and movesets, consider supporting my work with a donation ❤️🔥
Your support helps me invest more time into creating high-quality content and speeds up future updates and releases 🚀
The link for donations is in my Bio (click my nickname) 🙂↕️...
UPDATE (2.2.10)
- Slight performance optimization
Is there a way to turn off the thing where the avatar crash and burns after a light touch into someone’s elbow
Im not sure what you mean by that. But if you press F8 you can disable and configure some things about the mod.
Can I make a dependency mod for this mod to make grabbing snapping?
Sure, I'll change the Mod settings so it allows for it to be taken as a Dependency
for it to work you need to call "Grapple" OnCollisionEnter. If the hand is in "Hold" State, it will grab automatically.
i did but
[Unity] attempting grapple
[Unity] Self grabs not allowed, cancelling grab
[Unity] This hand recently grabbed this player, waiting for cooldown.
After a self-grab detection, it enters the cooldown
its seems even if the selfgrab is off, it will cooldown when hand collided myself
Could you put the cooldown setting after all condition checks?
🤔 I just looked into the code and the cooldown check is actually the last one (it runs after all other checks, including self grabs checks)
GG @marsh lava, you just advanced to level 19!
But when I tested it, when hand touched myself it went to cooldown
can you try again?, I updated the mod. I'm not sure if what I did will fix it, but it might
ok wait
I updated again, Self-Grabs no longer have a cooldown
It will work once, then you'll need to wait for the 15 second cooldown.
My guess is that the first grab is actually succeeding, but the collision immediately breaks the grab, making it look like it failed. After that, every new attempt gets canceled by the cooldown system.
Press F8 and increase "Force Needed To Break Grab" to the maximum. That should prevent successful grabs from instantly breaking due to collision force.
I'm going to sleep now.
Feel free to inspect the code with ILSpy or dnSpy and suggest any changes you think would improve the grapple mechanic. I'll review everything tomorrow and merge your suggestions if viable.
good night!
good night :]
https://mod.io/g/gladio-mori/m/snapping-grab#description
mod is released, you can test it tomorrow
Even if the Settings of Grab Floor/Walls are turned off in config, character will still grab map during using the SnappingGrab. I'm not sure if this is a bug of this mod
hmm It often appears. I think it still needs to be fixed.
is anyone getting the "error in loading mod" for this mod and hip unlocker?
is this still happening?
its a common compatibility bug.
for now, the only way to solve it seems to be installing "Bepinex" on the game's folder
that will cause other errors to show up when you start the game, but it will allow for the mods to run correctly without any serious bug
Doesn't happen to this mod now, happens to hip unlocker still
is bepinex another mod?