This thread is for "base" or default mods which include some useful concepts for a wide variety of mods.
Most people have played or seen a mod with a balance system before. It was a concept first proposed by Skazz and subsequently, I developed the first balance system for 49realtoriboxing.tbm. (first mod uploaded to the mod uploader) Usually people think it works by using heavier feet but this is not the case.
The balance system uses opposing thrusts to keep the player upright. By placing upward thrust on the player's upper body and downward thrust on the player's lower body, the body will always straighten out when tilted at any degree.
This effect allows for the player to move efficiently without focusing on balancing with a variety of applications. (Sports, Parkour, Sparring or other realistic fighting mods)
I've attached a balance system mod tool to the post (MTBalance.tbm). It is a balance system which is configured for -35 gravity. Unlike most systems, it allows for excellent balancing without restricting freedom to the player, which should be useful for anyone who wants to apply it to their mod.
Keep in mind that a balance system must be configured when the gravity is changed. It becomes weaker as gravity increases and stronger as gravity decreases.
Developed by hampa, it allows for alternate win conditions, allowing for a huge amount of possibilities. The mod tools attached below are default 'body to body' triggers and 'body to object' triggers which can be configured for any mod.
Triggers work using the commands:
Literally, the identity of the trigger represented by a number.
The number which indicates which identities that correspond with another trigger. For multiple identities, the id numbers are added for the mask number. (ie. a trigger which collides with id 2 or id 3 has a trig_mask of 5) Keep in mind that if multiple body parts or objects have the same identity, the corresponding trig_mask does not need to be added.
(ie. a body which has and id of 1 which collides with a wall. The wall has a trig_mask of 1 instead of all the numbers combined)
The number (1 or 2) which indicates which player wins when the trigger is activated. Trig_action 1 makes player 1 (tori) win and Trig_action 2 makes player 2 (uke) win.
If you are still confused, here is another explanation of triggers: Clockworkmonkey's Mod Triggers Documentation
MTTriggers1.tbm- The 'body to body' default modfile. When either player hits the other with their hands or feet (including wrists/ankles), it results in a loss for the damaged player.
MTTriggers2.tbm- the triggers for the hands and feet are disabled but placed onto weapons for tori and uke. When a player hits the other with their weapon, it results in an instawin.
This is a prototype full body mod for tori and uke, allowing the starting position to be a laying down/ prone position. This could be useful for a wide variety of mods such as skydiving, freefalling or different types of vehicles. It has been configured to look and react like the original body position but feel free to improve the design if you can.
Unnecessary. Hampa has fixed engageplayerpos and engageplayerrot, allowing for the same orientation without the changed joint configurations.
Enjoy and ask questions if any!