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Kung-Fu 3.0 HSF Barebones Update

This is Kung-Fu 3.0 with numerous bug-fixes to kungFu and...

  • Category Action
  • Size 15.3 MB
  • Program by Headshotfairy

Kung-Fu 3.0 HSF Barebones Update

This is Kung-Fu 3.0 with numerous bug-fixes to kungFu and staff accuracy, takedown accuracy and other gameplay-affected bugs. No weapons have been added.

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FIX #1: Very hard to perform a takedown

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I did a little mucking about with the way the "bodyjump" projectile was emitted and was able to get it so that if you get your character's right knee to contact the enemy when you attempt the takedown, then the takedown would be execute. There still is the odd accidental double-takedown. The way the combos work is a projectile is shot out during the fight. If the projectile hits a character, then a LI_CreateLevelItem is called to create a combo level-item which then triggers the combo maneuver. The problem is that there is no way to tell if the target is live or dead, so this is why such accidents occur. In addition, due to a bug in the Max Payne engine, the characterHit function doesn't work unless the CollisionExplode and the DelayedExplosion flags are disabled. As a result, combo projectiles are shot for long distances and in the odd chance, if they hit a dead body (or far away live one,) the combo may execute. Combo projectiles are shot so that they travel upward quickly so that they avoid hitting bodies on the floor, and don't hit far away enemies at the same level as Max.

I also added in a "TAKEDOWN, BIATCH!!!" message which appears when a takedown is performed, and you get a hefty health bonus, because doing a takedown is a risky maneuver.

The takedown is almost always lethal, 90% reliable and also is more likely to throw the enemy nice and far, too!

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ADDITION #1: Fighting sounds

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I went through Shadow Warrior (another 3D Realms game) and grabbed the sounds that Lo Wang would use when he did martial arts moves. You can now hear Max go "HI-YAAAA!!!" during some of the more involved moves.

In addition, I took the liberty of adding some really nice meaty impact sounds for the takedown maneuvers.

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ADDITION #2: Flip-Dodge combat

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Now when you execute side-flips and back flips, you can hurt the enemy nicely without having to stop. If your feet and legs connect with the enemy in mid-flight, he takes a wallop. You can flip around a room and bash up enemies to trim their numbers down, then land in front of the remaining ones and give him a standard kung-fu beating.

Killing everyone with flip-dodge maneuvers is not recommended because you don't build up skill points or get any BT or HP bonuses. For that, you must use good old combos.

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ADDITION #3: Staff area of effect

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The staff now broadcasts a flurry of projectiles while Max is spinning it around. People to the sides and behind him will take light, stunning damage. The most damage is concentrated to the front of Max, so you can backflip into the middle of a crowd of enemies (and squash the guy in the middle from your landing), then whirl the stick around to give everyone a good boppin'.

Face one enemy at a time to give him the brunt of the punishment while remaining fairly safe from the others beside you.

Ordinary Kung-Fu can pacify a single enemy in a short amount of time, and gives better BT/HP bonuses, in total.

Staff-Kung-Fu takes a while to pacify a single enemy but its area of effect is good for dealing with multiple close-range targets.

Or, as I like to put it, Standard Kung-Fu destroys loners, but the Staff can spread the love! :D

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ADDITION #4: Chinese weapon numerals

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It only seems proper that you should have these. It sure looks cool.

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