Post by Xarious on Mar 27, 2020 12:35:48 GMT -5
Okay so, all of this is stuff that I just couldn't justify making individual posts for. I've been thinking to make posts for all these lately, but.... They don't need their own sections. Instead, here's a bunch of fun gameplay stuff packed into one! Anytime new, minor things are found that are too irrelevant for a post elsewhere but too small for a post here, it'll get added to this section.
HP Values: Think of this: You kill someone. Their body drops. If you have dismemberment, parts of it fly away. Then, you saber the body--but it doesn't disappear. It takes several swings before it's gone. Yet sometimes, it instantly disappears. Why?
Well, when your HP hits zero, you die. However, the body doesn't disintegrate until your HP hits -40. This means that a player body has 40 hit-points post-death that you have to "damage" in order to make it go away.
No Self-Harming: Speaking of bodies, ever wonder why you can't make your own body disintegrate? It's because you cannot hurt yourself with your own saber, and the game still registers your body as part of yourself. Fun additional fact, you also cannot disintegrate team mate bodies in game modes like TFFA or CTF if team damage is off, for the same reason.
Taunting & Moving: Taunts with special animations (other than just raising your hand) lock you in place for the animation. However, if you run forward, stop for a moment and start the taunt, then continue running forward, you can actually force the taunt animation to play without standing still. This is because the upper and lower body's are animated separately, meaning you effectively glitch the lower half to allow you to keep moving.
Bouncing Anims: For a lot of stagnant animations, you can bounce (repeated hopping) to force the character to remain locked in that animation. Examples of this are typically all at the end of animations, including after a cartwheel, after wallrunning (non-extended), or after some moving kata animations.
Taunt + Cart: When doing a taunt in blue/fast stance with a single saber, the saber floats from your hand and then spins around. With incredibly precise timing, you can do a cartwheel just after the saber leaves your hand and just before the saber begins to spin, which will cause a glitched animation where the saber is on and still spinning, while you are also cartwheeling. Repeated cartwheeling back and forth will allow you to keep the animation going, though it will end after the third cartwheel simply because the taunt animation ends.
Carts Count Too!: A cartwheel attack cannot occur during a set of chain swings. You can, however, chain an attack after some cartwheels. It's almost as if they count for two swings. Except not all carts work the same.
5-Swing Medium? Maybe!: Did you know it's an actual random call in code as to whether or not you get a 5th swing in a medium/yellow chain? Yep. It's random. Sometimes you do, sometimes you don't--pray to the code gods!
Three in a Row: As it turns out, WD is the only red swing that you can delay three times in a row (without any spin). All other swings can only swing twice.
HP Values: Think of this: You kill someone. Their body drops. If you have dismemberment, parts of it fly away. Then, you saber the body--but it doesn't disappear. It takes several swings before it's gone. Yet sometimes, it instantly disappears. Why?
Well, when your HP hits zero, you die. However, the body doesn't disintegrate until your HP hits -40. This means that a player body has 40 hit-points post-death that you have to "damage" in order to make it go away.
No Self-Harming: Speaking of bodies, ever wonder why you can't make your own body disintegrate? It's because you cannot hurt yourself with your own saber, and the game still registers your body as part of yourself. Fun additional fact, you also cannot disintegrate team mate bodies in game modes like TFFA or CTF if team damage is off, for the same reason.
Taunting & Moving: Taunts with special animations (other than just raising your hand) lock you in place for the animation. However, if you run forward, stop for a moment and start the taunt, then continue running forward, you can actually force the taunt animation to play without standing still. This is because the upper and lower body's are animated separately, meaning you effectively glitch the lower half to allow you to keep moving.
Bouncing Anims: For a lot of stagnant animations, you can bounce (repeated hopping) to force the character to remain locked in that animation. Examples of this are typically all at the end of animations, including after a cartwheel, after wallrunning (non-extended), or after some moving kata animations.
Taunt + Cart: When doing a taunt in blue/fast stance with a single saber, the saber floats from your hand and then spins around. With incredibly precise timing, you can do a cartwheel just after the saber leaves your hand and just before the saber begins to spin, which will cause a glitched animation where the saber is on and still spinning, while you are also cartwheeling. Repeated cartwheeling back and forth will allow you to keep the animation going, though it will end after the third cartwheel simply because the taunt animation ends.
Carts Count Too!: A cartwheel attack cannot occur during a set of chain swings. You can, however, chain an attack after some cartwheels. It's almost as if they count for two swings. Except not all carts work the same.
5-Swing Medium? Maybe!: Did you know it's an actual random call in code as to whether or not you get a 5th swing in a medium/yellow chain? Yep. It's random. Sometimes you do, sometimes you don't--pray to the code gods!
Three in a Row: As it turns out, WD is the only red swing that you can delay three times in a row (without any spin). All other swings can only swing twice.