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Originally Posted by Juntalis View Post
This may sound dickish, (and for all intents and purposes, I want it to) but if you're too dumb or too lazy to figure this stuff out on your own, maybe you should rethink even bothering hacking replays. Where's the fun in making a game do what it's not supposed to when you're just reusing the knowledge base of other people?

Wow, you seem mad. Have a fucking cookie. That was not only ignorant as fuck but also hypocritical. If you are too dumb to even check what you're talking about before you try bashing someone, Maybe you should just stop posting. Take that pseudo-superior mind of yours and go somewhere else.
Originally Posted by Hattersin View Post
I'm basically gonna shoot it straight at my tori to play hackysack with :P

Also if you focus really hard on what I said previously you'll (hopefully) realize that the hacking of the replay was not the primary purpose for me to make it.

reason for this post



Originally Posted by box View Post
You'll need to pay attention to the LINVEL line. The groin is the fifth triplet of values. The first value handles left-to-right (positive -> left, negative -> right) velocity relative to Tori, the second value handles frontward-to-backward (positive -> backward, negative -> forward velocity relative to Tori, and the third obviously handles up-and-down (positive -> up, negative -> down) velocity, relative to the ground. All of this assumes the normal, classic gamemode.

You will also need to CRUSH the abs and both hips (3, 12, and 13) to release the groin block. If you send the block off in the same frame as you CRUSH the joints, apply some extra force to get it to move the joints out of the way. The groin block isn't very massive.

Here is a replay in which Tori vaults his groin block at Uke's chest. Copy this into Notepad or what have you and save it with the .rpl extension in the replays folder to view it ingame. I added a -0 on the unused value to show that it's also part of the groin's values.

#!/usr/bin/toribash
#made with toribash-4.3
#SCORE 0 0
#WIN 0
VERSION 10
FIGHTNAME 0; f
BOUT 0; box
BOUT 1; uke
AUTHOR 0; box
NEWGAME 0;500 10 15 0 0 2 500 0 0 classic 0 0 100 0 0 0 1 0 2 0 0 0 0 0 0 0.000000 0.000000 -9.820000 0 0 0
FRAME 0; 0 0 0 0
CRUSH 0; 3 12 13
JOINT 0; 0 3 1 3 2 3 3 3 4 3 5 3 6 3 7 3 8 3 9 3 10 3 11 3 12 3 13 3 14 3 15 3 16 3 17 3 18 3 19 3
POS 0; 1.00000000 2.40000004 2.59000009 1.00000000 2.44999999 2.14000005 1.00000000 2.44999999 1.89000005 1.00000000 2.50000000 1.69000000 1.00000000 2.55000001 1.48999995 0.75000000 2.44999999 2.09000009 0.44999999 2.44999999 2.23999995 0.05000000 2.44999999 2.23999995 1.25000000 2.44999999 2.09000009 1.54999995 2.44999999 2.23999995 1.95000005 2.44999999 2.23999995 -0.34999999 2.39999998 2.23999995 2.34999990 2.39999998 2.23999995 0.80000001 2.55000001 1.39000005 1.20000005 2.55000001 1.39000005 0.80000001 2.55000001 1.04000002 1.20000005 2.55000001 1.04000002 1.20000005 2.55000001 0.44000000 0.80000001 2.55000001 0.44000000 0.80000001 2.44999999 0.04000000 1.20000005 2.44999999 0.04000000
QAT 0; 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000
LINVEL 0; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 -0.000000 -25.000000 100.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
ANGVEL 0; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
JOINT 1; 0 3 1 3 2 3 3 3 4 3 5 3 6 3 7 3 8 3 9 3 10 3 11 3 12 3 13 3 14 3 15 3 16 3 17 3 18 3 19 3
POS 1; 1.00000000 -2.59999996 2.59000009 1.00000000 -2.64999992 2.14000005 1.00000000 -2.64999992 1.89000005 1.00000000 -2.69999993 1.69000000 1.00000000 -2.74999994 1.48999995 1.25000000 -2.64999992 2.09000009 1.55000001 -2.64999992 2.23999995 1.95000000 -2.64999992 2.23999995 0.75000000 -2.64999992 2.09000009 0.45000005 -2.64999992 2.23999995 0.04999995 -2.64999992 2.23999995 2.34999999 -2.59999990 2.23999995 -0.34999990 -2.59999990 2.23999995 1.19999999 -2.74999994 1.39000005 0.79999995 -2.74999994 1.39000005 1.19999999 -2.74999994 1.04000002 0.79999995 -2.74999994 1.04000002 0.79999995 -2.74999994 0.44000000 1.19999999 -2.74999994 0.44000000 1.19999999 -2.64999992 0.04000000 0.79999995 -2.64999992 0.04000000
QAT 1; 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
LINVEL 1; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
ANGVEL 1; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

Very nice \o/

Where did I go wrong though?
From the tutorial:"This sets the current linear (straight line) velocity for a given joint."
And Fifth triplet?
Again from the tutorial:
"0 = neck
1 = chest
2 = lumbar
3 = abs
4 = right pec
5 = right shoulder
6 = right elbow
7 = left pec
8 = left shoulder
9 = left elbow
10 = right wrist
11 = left wrist
12 = right glute
13 = left glute
14 = right hip
15 = left hip
16 = right knee
17 = left knee
18 = right ankle
19 = left ankle"
Mentioned futher down the tutorial for Linvel: "These triplets use the same ordering scheme as the JOINT list above."
Eitherway, Thanks <3 Really appreciate it.
PM me with any and all questions