#Unnarmed Combat / Punches and Kicks / Martial Arts

1646 messages · Page 2 of 2 (latest)

bold flare
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can you KO someone

lunar hatch
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Day 2 of pleading for the ability to break limbs

hardy vale
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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.

north fossil
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Hell yeah,NOW I CAN USE THAT ONE MOVESET.....

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My enemies shall fear me with my hand

hardy vale
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I recommend lowering "Force Require to break grab" when used with ReimaginedPhysics.

dusk lake
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The consequences shall be catastrophic

copper roost
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ive waited for days like thes

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gone the days where i had to modify the mod

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to have longer holds

north fossil
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Ill just set hold time to 999 seconds

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And say idc each time someone complains

dusty matrix
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is it possible to make a version with perm holds? i would only want it for the assembly of the mechazord

hardy vale
lunar hatch
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this mod doesnt buff base blunt damage from the body, does it

hardy tangle
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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.

lunar hatch
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Yeeeeessss

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I wish this was vanilla so I can make a moveset that solely relies on it

north fossil
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Imagine charging ur hand whole match to one punch(man) someone

sand gust
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You know. It’s wierd. I’m quite shit at making punches. But my kicks? They are fucking insane

pastel egretBOT
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GG @sly dew, you just advanced to level 5!

hardy tangle
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make punches like you make kicks

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elbow goes the other way

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karate chops are unironically better than punches

sand gust
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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

hardy tangle
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I understand entirely, and what im saying has nothing to do with that

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Punches wont be as good as kicks, that cant be solved

sand gust
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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

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like I’ve seen kicks

hardy tangle
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valid

sand gust
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Notably magmar

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And they work well

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But not “slam a guy across the arena” well

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Plus

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It allows me to do all kinds of crazy shit with my body

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Like do a bicycle kick into a stomp or smth

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But I don’t usually do that

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Because missing it means no damage and large recovery

sand gust
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I’m so sorry. Magmar

hardy vale
hardy vale
lunar hatch
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oh shit i celebrated too hard n got automodded

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jiu jitsu time

sand gust
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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

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it removes the whole point of being unarmed if someone can just

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Grab you ONCE and the fight ends

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and it doesnt even matter from where you grab

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have you EVER heard of someone completely losing their balance when another person grabs their hand ?

hardy vale
sand gust
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zamn

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thank god

hardy vale
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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.

hardy vale
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remember to give feedback on it. I will keep improving the Mechanic

hardy vale
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make a lobby if you can, Havent tested on multiplayer (but it should work)

sand gust
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Raymond ahh

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you will never get to understand

lunar hatch
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found a glitch

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whenever i extend my leg out during a move it pops out

hardy vale
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first victim is me...

hardy vale
hardy vale
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UPDATE (2.0.1)

  • 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)

north fossil
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Yayy more stuff

sand gust
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what?

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also pretty much EVERYTHING breaks your knee

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i dont think you dropped the 2.0.1

hardy vale
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once you have the latest version, Press F8 and config it however you like

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If it doesn't work properly let me know. This is still an experimental mechanic

mystic tendon
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my knee likes to pop out in the move editor

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I think another slider would be nice

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otherwise this mechanic is awesome

hardy vale
mystic tendon
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cool

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I didnt read my b

hardy tangle
hardy vale
hardy tangle
hardy vale
hardy tangle
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oohhh okay, so that explains why the normal trick of over extending is breaking my legs

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other than that its pretty cool, i was able to grab fancy pants' arm and snap it. letting me get more hits in

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thanks for making cool stuff even when youve barely recovered from illness :)

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this can totally be used in the film :O

hardy vale
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Hot-Fix (2.0.3)

  • Increased Default for the setting "TorqueNeededToBreakJoint" to 5000
hardy vale
# hardy vale

Please Press F8 and play with the values until you find a good value for it

dusk lake
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this is horrifying in every capacity

hardy vale
dusk lake
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ah my beloved legacy weird glitchiness (this is on what should be ~7000)

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doesn't happen on creative at least

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bad news, it does happen on creative on the current default value (5000)

hardy vale
dusk lake
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i don't think i actually have a bar move

mystic tendon
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if you land hard enough with your knee bent all the way youll shoot up when it breaks

hardy vale
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this should fix that launch, but if It doesn't let me know and I'll look into it

sand gust
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you only launched up to 2.0.2

twin garden
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can you break necks

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leg fel off

hardy vale
hardy vale
hardy vale
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Waking up after 9 hours and watching this be completely empty scares me 🥺

hardy vale
twin garden
hardy vale
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If it happens in a lobby send me the replay so I can troubleshoot

hardy vale
# hardy vale

Also guys, if you keep breaking your knees for no reason just Press F8 and increase this value

lunar hatch
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ngl

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the new update dont work at all

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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

dusk lake
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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.

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I'll have to test a bit more with it to find a torque value that feels just right for me

north fossil
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Can we break their limbs by tearing them like a giant?

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What if we make a torture in gladio mori where 4 people are holding one's arms and legs and uhh

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Do what bulls were doing someday

twin garden
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when add ground damage

copper roost
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I love the limb falling off

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Like a lizard defense mechanism

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Its funny af

sand gust
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I have genuinely been sitting in a lobby waiting to fight people because everyone i fight just leaves

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I have the most vile fucking combo known to man it’s insane

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I 3 tapped a guy

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In

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CREATIVE

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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

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Other than that

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It’s nearly impossible

lunar hatch
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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

sand gust
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Thats definitely not a good system

hardy vale
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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.

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Roll-Back Hot-Fix (2.0.5)

  • Completely removed the Joint Breaking system
twin garden
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sad

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will you work on it for the future?

hardy tangle
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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

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im stupid so i cant explain what im thinking clearly, also i cant say whats possible and what runs well so idk

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it was a good idea to start at least, maybe in the future there could be some more fine tuning or another method

hardy vale
hardy tangle
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ahhh i see

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because at that point there isnt any way to calculate torque based on how it works

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it requires an actual change of angle, am i right?

hardy vale
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system like that would be useful to calculate stamina... But not joint breaking mechanics 😔

hardy tangle
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hmm, can joints be forced past their limit by pushing hard enough?

hardy vale
# hardy vale
poll_question_text

What Value should be Default for "Torque Needed to Break Joint"

victor_answer_votes

2

total_votes

2

victor_answer_id

6

victor_answer_text

7500

hardy vale
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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)

hardy tangle
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that, just on paper, sounds like a good strategy

tawny salmon
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half my moves break my own joints

dusk lake
hardy tangle
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mha powers in gladio when

tawny salmon
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cool so even if i set it 20000 my joints break from my jump

hardy vale
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gotta wait for it to update. The new mechanic was a failure

tawny salmon
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i see

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bring it back sometime please

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i would love to break people with spider moveset

sand gust
hardy vale
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@dusk lake can u send me that moveset you were using to test out the mod?. I need an ArmBar or LegBar

dusk lake
hardy vale
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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)

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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

sly dew
hardy vale
dusk lake
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just gotta wait for r2modman to register that there's been an update lmao

hardy vale
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Hotfix (2.0.7)

  • I fucked up on a line of code. Its fixed now (Nobody even had the chance to watch the bug)
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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

dusk lake
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r2modman only got me 2.0.6 so far, it'll get there in a little bit but until then witness this atrocity

twin garden
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brb gotta go google how to break someone's limbs

sand gust
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So.

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My kicks now bend my knees in the opposite direction slightly

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But

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They don’t break

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So I don’t care

dusk lake
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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

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That's a Different Day issue though bc i don't have the awake enough to do things

hardy vale
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last update is live now btw, I just checked and 3 people already downloaded it

hardy vale
north fossil
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Lol,i think ts gonna break my legs and arms in like half of my moves

hardy vale
north fossil
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No,I haven't tested it but hip jumps are most likely to break

hardy vale
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If you're talking about Legacy it will definitely not happen (because it's disabled there)

north fossil
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😭

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You just killed my child

hardy vale
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I wish it was possible to use it there, but the system relies on the Joints "MaximumForce" parameter

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And Legacy doesn't have that 😔

north fossil
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😨

hardy vale
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I can definitely do some testing and try to make it compatible, but I can't promise it will work

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And I also need feedback to know it works correctly before doing that

north fossil
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What if you change the power of our bodies so its like in legacy but its not

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Kinda like all-time berserk

hardy vale
north fossil
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🔥

hardy vale
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I won't start working on that until people give me feedback on how it works in creative so far tho

north fossil
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I'm gonna give you feedback when im done with my hw

lunar hatch
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Creative on top

north fossil
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14 damn exercises

lunar hatch
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I’m gonna give it a try later tonight, I have hope that my scissor takedown might fuck knees up

hardy vale
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Once I get those 2 questions answered I can adjust the values and start working on the Legacy version

lunar hatch
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Having people ko’d for a little bit is cool for slams but actually killing or doing limb damage would be awesome for takedowns

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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

hardy vale
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Ill look into it, but the BaseGame blunt damage system is definitely not prepared for environmental damage

lunar hatch
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Trve.

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Just a thought

hardy tangle
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could try tracking any sudden stops maybe idk

twin garden
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@hardy vale armbars don't seem to work

hardy vale
twin garden
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yea

hardy vale
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do the arms break with any other movement?

twin garden
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yea

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the arm bends the wrong way but doesnt break

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in the armbar

hardy vale
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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

twin garden
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yea

hardy vale
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Can you make a lobby? we could test rn

twin garden
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sure

hardy vale
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I couldn't join

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did u close it?

twin garden
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join drrastaoasta

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try again

hardy vale
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killing the enemy will make it hard to tell if the arm is broken or not

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I suggest making that T Pose enemy and trying in SinglePlayer with ai (NOT AIEXTENDED)

twin garden
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join back

twin garden
hardy vale
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@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

twin garden
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maybe bones break more easily if you're knocked out

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suggestion

lunar hatch
lunar hatch
twin garden
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then you wouldnt be able to break bones with hits

lunar hatch
hardy vale
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the reason you dont agree here is the same reason I made the system the exact way it is

lunar hatch
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Besides the stun effect in vanilla is already so strong that we don’t need additional stagger effects

hardy vale
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the best approach here is to look for realisim, that way people can't complain

twin garden
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can you grab with two hands?

hardy vale
lunar hatch
hardy vale
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we'll find the right balance, we just need enough testing

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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)

hardy vale
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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

sand gust
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Tbh I’m probably not going to make one

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I just don’t see a situation in which I can reliably grab the hand of my opponent while not taking any damage

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well maybe I should make a head kick

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I will

lunar hatch
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@hardy vale did you remove the slider

dusk lake
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Im tempted to make a proper arm/legbar move for one of my movesets, as it currently is though i don't have one

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I personally like the current value for torque, but that might just be me

hardy vale
lunar hatch
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you need to lower the requirement for torque

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me no able to break legs

hardy vale
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Legs are stronger than arms

lunar hatch
lunar hatch
hardy vale
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grab with both arms on their back if possible

lunar hatch
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idk if that'll change the results

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but i'll give it a try

hardy vale
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basically, the more you bend it the opposite way the closer you are to breaking it

hardy vale
lunar hatch
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i could make the arms pull backwards when i tilt my hips up to maybe add a lil more strength

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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

dusk lake
lunar hatch
dusk lake
lunar hatch
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like beneath my hips

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i can js send u the move

dusk lake
lunar hatch
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kk

lunar hatch
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@hardy vale no luck on the armbar either

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even when im wrapped around the arm pretty good and apply force on the joint

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oh shit

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i got it to work right after i said that

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and i didnt have replay on 😭

sly dew
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wish you could mess with the testing dummy, trying to keep this mf on the ground is chore

hardy vale
lunar hatch
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gave it another shot

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i only saw oglo's way to breaking the limb

hardy vale
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UPDATE (2.0.9)

  • Reduced threshold to break joints by 10%
hardy vale
north fossil
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No feedback,pure love

dusk lake
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I'll test tonight and give feedback if it's needed

hardy vale
dusk lake
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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

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I think you were there for a little bit

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I wonder if it's possible to use slightly broken legs to make a digitigrade walk

lunar hatch
hardy vale
hardy vale
lunar hatch
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it was a clean break ngl

lunar hatch
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im gonna give the kneebar a try

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it worked

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🥹

sly dew
# hardy vale Any feedback on this?.

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

north fossil
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Wait,does this update mean I can set the value to low and kick someone's leg so hard it breaks?

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I'm happy

hardy vale
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but you can still kick someone on the leg so hard it breaks 😄

north fossil
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I wanna torture them.

hardy vale
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you'd be torturing yourself too

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the value is too sensitive, any lower than what it is right now would cause your own legs to break under your own weight

north fossil
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success requires sacrifice

hardy vale
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I'll make a config slider once we get the perfect value for it

north fossil
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hardy vale
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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

north fossil
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Hmm

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Hear me out

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I'm gonna cut my arm off

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Break it

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Grab it

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And turn it into a mace.

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And if I cut my arm and both of someone's arms

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And set them so they hold each other

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And break each one of them

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Its a WHIP!

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And if one of those arms was holding some weapon.....

hardy vale
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you can do that if you increase the Grab Duration time on the F8 menu for Unarmed

north fossil
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Yeah,we must think about possibilities.....

hardy vale
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you get a flail for 60 whole seconds

north fossil
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ONE ARM CAN BE HOLD BY 2!!!!!!!!!!

hardy vale
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or infinite if you just edit the .json configuration file...

north fossil
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Oh John gladio forgive me for what im thinking about

hardy vale
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@lunar hatch damn I was bout to join 😭

lunar hatch
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Legit every teacher I had canceled theirs classes besides one

dusk lake
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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.

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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

lunar hatch
hardy vale
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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

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I'll leave it like this for now. Once I get feedback from y'all I'll increase it if thats what you want

dusk lake
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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

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Yes it looks a Bit Jank, shooosh it's fine

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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)

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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

hardy vale
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lmao thats so funny

hardy vale
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breaking limbs is too easy rn, I'll figure out the right value soon

lunar hatch
sand gust
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I think the main issue generally is getting off any type of bar

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Like

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You wrap around their arm

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Then they start flailing around and beating your shit

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Add neck breaking

hardy vale
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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

hardy vale
dusk lake
twin garden
#

my armbar still doesnt work!!!

twin garden
dusk lake
# twin garden 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

hardy tangle
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I wish it was really digitigrade

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but because we haven’t any ankle joint it’s the same thing but reversed

dusty matrix
dusk lake
# twin garden 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

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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.

hardy vale
dusk lake
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I wasn't understanding why dropkicking their legs made it work but that makes complete sense

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I wonder if adding a small kick or something similar to the beginning before wrapping around would make it work *better

lunar hatch
hardy tangle
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can we get a toggle for the limb breaking mechanic?

hardy vale
hardy vale
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UPDATE (2.0.10)

  • Fixed glitch that allowed people to slighly bend their knees backwards

  • Added slider to change the JointBreaking threshold

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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

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I suspect that this value is between 35 and 60

sly dew
dusk lake
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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.

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also cheers to the new pc mags

hardy vale
north fossil
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Whip-punching with broken arm is cooking

dusk lake
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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.

hardy vale
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Do legBars and ArmBars work on low 50's ?

dusk lake
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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

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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.

slow acorn
#

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

pastel egretBOT
#

GG @bright venture, you just advanced to level 10!

azure laurel
#

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.

pastel egretBOT
#

GG @azure laurel, you just advanced to level 3!

azure laurel
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Like if enough force is put on a standing leg its stability can break.

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That'd definitely increase the viability of a LOT of things

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Idk how hard that'd be though

hardy vale
slow acorn
slow acorn
bright venture
young perch
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@hardy vale how do you consistantly knock someone out?

slow acorn
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I saw guy that he made arn armbar which moveset is it

pastel egretBOT
#

GG @slow acorn, you just advanced to level 1!

hardy vale
young perch
sly dew
loud sequoia
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how do i download it

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i need to know!

hardy vale
twin garden
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@hardy vale

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lost my legs again

hardy vale
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That shouldn't happen anymore lol

loud sequoia
hardy vale
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you can Press the F8 key and it should open a Mod Menu for different configurations for Unarmed Mod

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if the Menu doesn't open when you Press F8 then the mod wasn't installed correctly

sly dew
#

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

hardy vale
#

Yes, I've got a few report but haven't gotten any chance to fix it

#

I will bring an update soon

sly dew
pastel egretBOT
#

GG @sly dew, you just advanced to level 6!

copper roost
#

whens the port

hardy vale
copper roost
#

How hard is the port

pastel egretBOT
#

GG @copper roost, you just advanced to level 6!

copper roost
#

Bc reimagined physics didnt take thag much

hardy vale
#

So far I've created a new default config menu, and I'll be reworking grabs a bit

hardy vale
sly dew
weak thistle
#

???

#

you have to force them onto the ground

sly dew
# weak thistle it does not make you limp

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

hardy vale
#

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)

sly dew
#

feeling great so far, just need hip unlocker for mod.io and it'll be golden

dusk lake
#

Yeah, once hipunlocker is ported over, things are gonna pick up so much more

copper roost
#

yo can we get an option to disable bone breaking

#

its annoying

dusk lake
#

I thought that already existed, dislocation or w/e it's called? Or did that toggle get removed in the port

hardy vale
#

but I removed it with the rework

hardy vale
copper roost
#

for some reason

hardy vale
#

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

keen agate
#

how do you grab I don't understand what Hold and LooseHold means y'all 😭

hardy vale
#

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

hardy vale
#

and if you press H it changes to the "Unarmed" stance ("N" to drop the weapons)

timid falcon
#

Dumb question but how do you grab lol. I am new

dusk lake
# timid falcon 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.

hardy vale
#

@dusk lake have you tried out the Mod.Io update?

#

I'm unsure whether or not the slow motion bug came back ._.

dusk lake
hardy vale
#

Holy

#

Get better soon :']

dusk lake
#

Tjanks mate

azure laurel
#

is it possible to put people in leg locks and stuff

pastel egretBOT
#

GG @timid falcon, you just advanced to level 1!

azure laurel
#

Sooo i could make a spladle

#

This is momentus

hardy vale
azure laurel
#

True

#

Also cause theres no character weight

#

Thats sad

hardy vale
#

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)

dusk lake
#

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

hardy vale
hardy vale
#

I'm adding anything Sports and Martial Arts related to the mod

azure laurel
#

That would be awesome

north fossil
#

Cave diver when he see a 0.00001 sm gap : IM GONNA CLIMB IT!

#

Sees*

dusk lake
#

I'm already imagining the crab-like horrors crawling along walls and ceilings

azure laurel
pastel egretBOT
#

GG @azure laurel, you just advanced to level 4!

hardy vale
# hardy vale
poll_question_text

Future changes to grabs.

victor_answer_votes

11

total_votes

12

victor_answer_id

1

victor_answer_text

let us grab anything. Including ourselves and the walls

hardy vale
#

Nice, I'll bring the update soon

north fossil
#

We can grab ourselves already

#

Just cuz yo arm and stick it close to you!

weak thistle
#

i hope there will be a option to disable grabs for like your self

#

i try to grab and i will choke my self

copper roost
#

can we get an option to turn off bone breaking

#

its annoying

#

even at 100 or 1 threshold multiplier

#

still breaks

north fossil
#

is there any way of breaking my own leg?

midnight rampart
#

you dont actually play that zoomed out do you?

hardy vale
near locust
#

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.

north fossil
#

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

hardy vale
#

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

near locust
#

thx

hardy vale
#

UPDATE (2.2.0)

  • Added config checkbox to disable Slow Motion

  • You can now Grab ANYTHING (including walls and yourself)

  • Joint Breaking mechanics were improved

  • 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

Help support Gabriel Magmar Baquero by donating or sharing with your friends.

#

and yeah, Half Swording is now technically possible...

hardy vale
#

UPDATE (2.1.1) fixed some bugs regarding Takedowns and Disarms

hardy vale
marsh lava
#

nice update

dusk lake
# hardy vale

Gonna try testing out self-grabs and everything else tonight, didn't realize it got updated

raven mist
marsh lava
#

My friend said grab everything is very annoying and a switch is needed to disable it.

#

:(

raven mist
#

i think everything should have a switch

hardy vale
# hardy vale

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?

marsh lava
#

He said that whenever he was rolling, always grab the floor.

hardy vale
#

his character is actively trying to grab while he rolls, Is that intended?

raven mist
#

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

hardy vale
#

alright, I'm working on an Update

raven mist
#

i like the ability to climb stuff, for parkour it's pretty neat. id just add more options to disable features in the ui

hardy vale
#

UPDATE (2.2.2)

  • Added Config to enable/disable self grabbing

  • Added Config to enable/disable grabbing floor and walls

  • 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

dusk lake
dusk lake
#

bee tee dubs @hardy vale, you made a mild capitalization mistake with the toggle for floor/wall grabbing

dusk lake
#

FLoors and walls

hardy vale
#

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

raven mist
#

if anyone figures out how pear did his climbing move id love to see it and make my own

dusk lake
#

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

hardy vale
#

Its kinda low by default to balance out grabbing people

#

prevents that weird grab and spin meta we had before

north fossil
#

Oh so we can play soccer and grab the ball

hardy vale
# hardy vale
poll_question_text

What to do about self grabbing?

victor_answer_votes

4

total_votes

6

victor_answer_id

2

victor_answer_text

Keep it enabled

hardy vale
#

its desabled by default, but can be enabled through the config menu of the Mod

dusk lake
#

@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

raven mist
hardy vale
hardy vale
hardy vale
#

How is the new update?, I haven't got the chance to test it in multiplayer

sly dew
#

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

rough garden
#

where can I get the mod?

pastel egretBOT
#

GG @rough garden, you just advanced to level 1!

rough garden
#

ive been looking for it on thunderstore but it says its depreceated

dusk lake
lucid thorn
marsh lava
#

can you add a switch that make the grabbing auto snap on the character?

#

No Hold then Hold make me mad ;(

cosmic totem
hardy vale
#

UPDATE (2.2.6)

  • IMproved compatibility with Respawn Mod :]
hardy vale
#

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) 🙂‍↕️

hardy vale
#

UPDATE (2.2.7)

  • Fixed bug that caused limbs to break in Limitless
deep crater
#

dowload?

hardy vale
hardy vale
#

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 🥹

north fossil
#

🎾

hardy vale
hardy vale
#

UPDATE (2.2.10)

  • Slight performance optimization
narrow yacht
#

Is there a way to turn off the thing where the avatar crash and burns after a light touch into someone’s elbow

hardy vale
marsh lava
#

Can I make a dependency mod for this mod to make grabbing snapping?

hardy vale
#

for it to work you need to call "Grapple" OnCollisionEnter. If the hand is in "Hold" State, it will grab automatically.

marsh lava
#

After a self-grab detection, it enters the cooldown

#

its seems even if the selfgrab is off, it will cooldown when hand collided myself

marsh lava
#

Could you put the cooldown setting after all condition checks?

hardy vale
#

🤔 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)

marsh lava
pastel egretBOT
#

GG @marsh lava, you just advanced to level 19!

marsh lava
#

heres the snapping grab mod project

marsh lava
hardy vale
marsh lava
#

ok wait

hardy vale
#

I updated again, Self-Grabs no longer have a cooldown

marsh lava
#

ok thanks, wait me testing

#

its works, thank you 😄

#

its work sometime

hardy vale
#

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.

marsh lava
#

im uploading video

#

anyways, it works most time, thanks for your help!

hardy vale
#

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.

hardy vale
#

good night :]

marsh lava
marsh lava
#

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

marsh lava
# marsh lava

hmm It often appears. I think it still needs to be fixed.

narrow yacht
#

is anyone getting the "error in loading mod" for this mod and hip unlocker?

narrow yacht
hardy vale
hardy vale
#

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

narrow yacht
#

Doesn't happen to this mod now, happens to hip unlocker still