You'd also have to modify the monsters if you want them to react to the kick.
Mikk- wrote:Either that or there's some method I'm unaware of.
Indeed there is
Code: Select all
// ACS
#library "kick"
#include "zcommon.acs"
// Defines
// Scripts
Script "Kick" (void)
{
str weapon = GetWeapon();
if (StrICmp(weapon, "KickWeapon"))
{
SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH);
GiveInventory("Kicking", 1);
SetWeapon("KickWeapon");
While (CheckInventory("Kicking"))
Delay(1);
SetWeapon(weapon);
SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH);
}
}
// Functions
The "KickWeapon" weapon would just play the kick animation in its ready state, and take away the "Kicking" actor when it's done