Fantafaust Posted July 12, 2016 Share Posted July 12, 2016 (edited) I'm staring at the script for this power, and for the life of me I can't see how they managed to move the player at all. Could someone break this down please? My assumption is, since the oneffectstart places an activator at the player, which you then move away from, you are somehow propelled away from that activator. The means by which this would be done though, I'm lost on. Or maybe I'm over-thinking it? Edited July 12, 2016 by Fantafaust Link to comment Share on other sites More sharing options...
lofgren Posted July 12, 2016 Share Posted July 12, 2016 (edited) It's the line: if CasterActor.PlayIdle(BatSprintStart)Line 48 in my version. Edited July 12, 2016 by lofgren Link to comment Share on other sites More sharing options...
Fantafaust Posted July 12, 2016 Author Share Posted July 12, 2016 On a scale of 1-10, how difficult would it be to edit the hkx's to work with the human skeleton? Link to comment Share on other sites More sharing options...
lofgren Posted July 12, 2016 Share Posted July 12, 2016 I have no idea. I just used the Whirlwind Sprint idle for humanoids. Link to comment Share on other sites More sharing options...
Fantafaust Posted July 12, 2016 Author Share Posted July 12, 2016 Wouldn't that eliminate sideways and backwards motion? Link to comment Share on other sites More sharing options...
lofgren Posted July 12, 2016 Share Posted July 12, 2016 Oh, it's not an ideal solution. It was just good enough for my purposes so you've now exceeded my knowledge on this script. Link to comment Share on other sites More sharing options...
Fantafaust Posted July 13, 2016 Author Share Posted July 13, 2016 Aw. Well I'll put that on the backburner for now. Link to comment Share on other sites More sharing options...
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