If you stand near the edge of an object and kick while also trying to roll, your character will crouch (it's similar to the infinite crouch one).
[BONUS]: if you jump right after inputting the roll, your character will fly and perform another kick automatically.
https://youtu.be/am-Z0Cq4Y7I
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
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Kicking on objects make you fly
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- Gurt
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This is related to kicking on any object you stand above can make you fly away as the object's applied angular velocity will hit you from below and throw you away. This is also the case when someone else kicks both you and the object you stand on causing a "double-kick" effect. Funny stuff.
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Gurt
- TimeWorker
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dude this is not a bug this is the ability of flying in sfd i use it in running and doing some stuff i like this
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DoNt FoRgEt WhAT TiME It IS!!!![/fade][/color][/shadow]
- Lunatic
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A shame these odd little physics issues are more or less impossible to code out without a massive overhaul of the engine, eh? If they were made easier to use, though, I think they would lend a LOT to the metagame by having objects as launchers.
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Originally posted by Gurt
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- Zyfex
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Lunatic wrote:A shame these odd little physics issues are more or less impossible to code out without a massive overhaul of the engine, eh? If they were made easier to use, though, I think they would lend a LOT to the metagame by having objects as launchers.
https://www.youtube.com/watch?v=XBeVGMKSU8c
need i say more?
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but in reality
- Lunatic
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What I mean is, if this was optimized a bit, we could make it so that instead of having the WACKY polished death, we could instead use random objects as a means of propelling ourselves forward, to escape scary situations, make approaches, or chase down an enemy.
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Originally posted by Gurt
SFD BADASS!
- Gurt
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Lunatic wrote:A shame these odd little physics issues are more or less impossible to code out without a massive overhaul of the engine, eh? If they were made easier to use, though, I think they would lend a LOT to the metagame by having objects as launchers.
Sounds like someone has programmed before and snapped up one or two things how SFD works. As we use the Box2D engine together with some own rules of ours for the players movement the combination isn't perfect when standing on objects accelerating fast as you can get flunged away like a catapult. We can do a few tweaks if you kick on some object you stand on. But we can't remove it completely if other players kick you and the object you stand on at the same time. This is nothing we prioritize as it works good enough.
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Gurt