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We Dontated to PixelEquity
"A total overhaul mod changes or redefines the gameplay style of the original game, while keeping it in the original game's universe or plot." 3
 
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AI Table Kick Animation
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[FR] Sparks explains the table kick animation

Table_Kick_Animation.zip

Kick.jpg

(Taken from the ReadMe.Txt included in Zip file)


/*******************
Table Kick Animation
By Sparks and P.o.W.
*******************/

/* Special thanks to P.O.W.
who got the code to work
with the map source */

Map suppliments include:
*Table_Kick.MAP
*Table_Kick.GSC
*Table_Kick_Fx.GSC

/****
Notes
****/
Regarding Table_Kick.MAP

There are two tables made from script_models.

For each table, there is both:
*One player_clip
*One mon_clip
All made into script_brushmodels.

For both clips on the table set upright,
they must be dynamic paths (view box in entity window)

Trigger_multiple must be connected to scripted_node

Commented line in code for table kick sound, you
can easily plug in your own alias or use the one given,
just don't forget to make a CSV for it.

Everything in the map has an entity targetname except
for the pathnode, so check them out.

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