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Thread: MOHBreakthrough Anti Shark - Anti Force Model

  1. #21
    Administrator James's Avatar
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    1. Did you restart the game after you loaded the pk3 file?
    2. Do you have any other mods that may interfere with the mikes_torso.st file?
    3. How are you or other people landsharking? (are they running into the ladder and jumping off it, are they doing it from the top of the ladder, are they doing it some other way?)

  2. #22
    Senior Member verruguitens's Avatar
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    Guyssssssssss!! any men send me this file and WORKS!!!!!!!!!! solved!!!!!!
    Attached Files Attached Files

  3. #23
    Administrator James's Avatar
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    Could you explain what you did? What in the mikes_legs.st file fixes it? I thought mikes_torso is the file that typically fixes sharking.

  4. #24
    Senior Member verruguitens's Avatar
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    Quote Originally Posted by James View Post
    Could you explain what you did? What in the mikes_legs.st file fixes it? I thought mikes_torso is the file that typically fixes sharking.
    they sent me that file and I fix it, I didn't do anything, I just put it in MAINTT James.

  5. #25
    Administrator James's Avatar
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    WHo gave you the file? Can you ask them so they can explain? If there is some other form of protection that could prevent against a different form of landsharking; I'd like to know how it was done so we can include it in Reborn as well.

  6. #26

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    Hmm that file patched the mike_legs.st instead of the torso.
    I just tried it in MOHAA (don't have BT), it fixes sharking there too, however only at the bottom of the ladder, not the top.

  7. #27
    Administrator James's Avatar
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    That's interesting though; because that's what I noticed as well. I don't think I ever saw it patched in the mikes_legs state file. And there aren't any comments from what I can see when I looked, so I don't even know which state was patched\fixed.

  8. #28
    Senior Member verruguitens's Avatar
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    Any friend of LSA clan of ARgentina send me this files.

  9. #29

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    If you compare the default mike_legs with the fixed mike_legs from Reborn, you will see it only adds 3 lines ("STAND : AT_LADDER") in 3 different states: "FALL_DUCKED_WANT_STAND", "JUMP_STANDING" and "JUMP_FORWARD_RUN"
    so, if you try to do the landshark trick, instead of going into landshark mode it forces you to be in the "STAND" state.

    The mike_torso modifications are for the "greade crash" fix, the "_fps model" fix, and the "team swap while in ladder/turret" fix.

    Code:
    state FALL_DUCKED_WANT_STAND
    {
        entrycommands
        {
            modheight "duck"
            movementstealth "0.75"
            moveposflags "offground" "falling"
        }
        legs
        {
            mp40_fall               : IS_WEAPON_ACTIVE "mainhand" "MP40"
            mp44_fall               : IS_WEAPON_ACTIVE "mainhand" "StG 44"
            bazooka_fall            : IS_WEAPON_ACTIVE "mainhand" "Bazooka"
            bazooka_fall            : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
            shotgun_fall            : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
            steilhandgranate_fall   : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
            pistol_fall             : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol" 
            rifle_fall              : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle" 
            grenade_fall            : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade" 
            smg_fall                : IS_WEAPONCLASS_ACTIVE "mainhand" "smg" 
            mg_fall                 : IS_WEAPONCLASS_ACTIVE "mainhand" "mg" 
    //      pistol_fall             : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now
            unarmed_fall            : default
        }
        
        states
        {
    //      FALL                : CHECK_HEIGHT "stand"
    //      FALL                : +JUMP CHECK_HEIGHT "stand"
            FALL_DUCKED         : +CROUCH
        
            LAND                : ONGROUND CHECK_HEIGHT "stand"
            LAND_DUCKED         : ONGROUND
            STAND               : AT_LADDER  // <------------------------ antishark
        }
    }
    
    state LAND_DUCKED
    {
        entrycommands
        {
            movementstealth "0.5"
            moveposflags "crouching"
        }
        states
        {
            STAND               : HARD_IMPACT !CROUCH CHECK_HEIGHT "stand"
            CROUCH_IDLE         : default
        }
    }
    
    
    ////////////////////////////////////////////////////////////////
    //
    // JUMPING
    //
    ////////////////////////////////////////////////////////////////
    
    state JUMP_STANDING
    {
        entrycommands
        {
            movementstealth "0.3"
            moveposflags "crouching"
    //      modheight "duck"
            modheight "jumpstart"
            commanddelay 0.05 jump 56
        }
        legs
        {
            mp40_jump_takeoff               : IS_WEAPON_ACTIVE "mainhand" "MP40"
            mp44_jump_takeoff               : IS_WEAPON_ACTIVE "mainhand" "StG 44"
            bazooka_jump_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Bazooka"
            bazooka_jump_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
            shotgun_jump_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
            steilhandgranate_jump_takeoff   : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
            pistol_jump_takeoff             : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol" 
            rifle_jump_takeoff              : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle" 
            grenade_jump_takeoff            : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade" 
            smg_jump_takeoff                : IS_WEAPONCLASS_ACTIVE "mainhand" "smg" 
            mg_jump_takeoff                 : IS_WEAPONCLASS_ACTIVE "mainhand" "mg" 
    //      pistol_jump_takeoff             : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now
            unarmed_jump_takeoff            : default
        }
        
        states
        {
    //      FALL_DUCKED             : ANIMDONE_LEGS CROUCH
    //      FALL                    : ANIMDONE_LEGS CHECK_HEIGHT "stand"
            FALL_DUCKED_WANT_STAND  : ANIMDONE_LEGS !DUCKED_VIEW_IN_WATER
            FALL                    : ANIMDONE_LEGS
            STAND                   : AT_LADDER // <------------------------ antishark
        }
    }
    
    state JUMP_FORWARD_RUN
    {
        entrycommands
        {
            movementstealth "0.2"
            moveposflags "crouching" "running"
    //      modheight "duck"
            modheight "jumpstart"
            commanddelay 0.05 jump 56
        }
        legs
        {
            mp40_jump_run_takeoff               : IS_WEAPON_ACTIVE "mainhand" "MP40"
            mp44_jump_run_takeoff               : IS_WEAPON_ACTIVE "mainhand" "StG 44"
            bazooka_jump_run_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Bazooka"
            bazooka_jump_run_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
            shotgun_jump_run_takeoff            : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
            steilhandgranate_jump_run_takeoff   : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
            pistol_jump_run_takeoff             : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol" 
            rifle_jump_run_takeoff              : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle" 
            grenade_jump_run_takeoff            : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade" 
            smg_jump_run_takeoff                : IS_WEAPONCLASS_ACTIVE "mainhand" "smg" 
            mg_jump_run_takeoff                 : IS_WEAPONCLASS_ACTIVE "mainhand" "mg" 
    //      pistol_jump_run_takeoff             : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now
            unarmed_jump_run_takeoff            : default
        }
        
        states
        {
    //      FALL_DUCKED             : ANIMDONE_LEGS CROUCH
    //      FALL                    : ANIMDONE_LEGS CHECK_HEIGHT "stand"
            FALL_DUCKED_WANT_STAND  : ANIMDONE_LEGS !DUCKED_VIEW_IN_WATER
            FALL                    : ANIMDONE_LEGS
            STAND                   : AT_LADDER // <------------------------ antishark
        }
    }

  10. #30
    Administrator James's Avatar
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    Thanks Zappa. I don't have MOHAA anymore, so I didn't really have anything to compare it to; plus I was at work when I looked at it.
    Anyway, is this fix a valid fix we can include in reborn pak8.pk3?

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