SIDEKICKer

SIDEKICKer 3.0

Some mods have script errors. When it says that, notify the creatoe of the mod so they can fix an error if they did
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Also idk how to import images in a discussion publicly so i can't
Don't double post! Use that edit button! Post automatically merged:

Theres a bug that the mod doesn't work and the reason why im saying this is because the game did show the mod but it doesn't apper in the mod menu. Can you try turning the mod back to a folder instead of a LUA?
 
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codeflex updated SIDEKICKer with a new update entry:

SIDEKICKer 1.2 - The Helping Hands Update

New Features

  • Added Bowser-throw assistance: sidekicks bunch closely behind the player while grabbing, swinging, and releasing Bowser, making them appear to help with the throw.
  • Added a dedicated bowser_assist.lua handler to avoid further bloating the fragile main.lua.
PIGGYBACKer Compatibility

  • Reworked sidekick-on-sidekick riding anchors to use PIGGYBACKer’s current riding-pose...

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codeflex updated SIDEKICKer with a new update entry:

The PLAYER SIDEKICKS update

SIDEKICKer 2.0 Changelog

Headline Features


  • Added Player SIDEKICKs. Nearby players can request to occupy an available sidekick slot and automatically follow the leader's formation.
  • Added configurable Player SIDEKICK request controls, manual acceptance, and automatic acceptance.
  • Added persistent Player SIDEKICK availability and auto-accept settings, both enabled by...

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yo I have an idea, what if in the next update, there's an option where you can switch between your sidekicks but the sidekicks you aren't controlling will stay idle, could be used for a lot of things

for example, you got 2 sidekicks, you control one of them to collect red coins, then you have your other sidekick waiting at the star's spawn point, then when the star spawns, you just switch sidekicks and get the Star quicker

also I think when you die, you switch into one of your sidekicks instead of all of them dying at once, and the character killed can be revived somehow (you only get booted off the level once all your sidekicks die)

this is just a stupid idea so yea
 
yo I have an idea, what if in the next update, there's an option where you can switch between your sidekicks but the sidekicks you aren't controlling will stay idle, could be used for a lot of things

for example, you got 2 sidekicks, you control one of them to collect red coins, then you have your other sidekick waiting at the star's spawn point, then when the star spawns, you just switch sidekicks and get the Star quicker

also I think when you die, you switch into one of your sidekicks instead of all of them dying at once, and the character killed can be revived somehow (you only get booted off the level once all your sidekicks die)

this is just a stupid idea so yea
Ive actually considered adding this, for 'Lost Vikings' style gameplay, being able to leave sidekicks and swapping between them remotely. I think this will probably get added to the next version.

in terms of death prevention, the above addition would be the only reliable way to acheive this, as theres no way i can get sidekicks to not follow you down a pitfall, for example
 
Ive actually considered adding this, for 'Lost Vikings' style gameplay, being able to leave sidekicks and swapping between them remotely. I think this will probably get added to the next version.

in terms of death prevention, the above addition would be the only reliable way to acheive this, as theres no way i can get sidekicks to not follow you down a pitfall, for example
also for reference how i imagine it is like the legend of zelda four swords where if you play it solo you can switch between allies so well yeah
 
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Would it be possible to have an option to enable voicelines for sidekicks (assuming thats not already a thing) or maybe have different behaviors for sidekicks?
 
Would it be possible to have an option to enable voicelines for sidekicks (assuming thats not already a thing) or maybe have different behaviors for sidekicks?
This is lowk a fire idea like imagine your character just standing there while your sidekicks are fighting with their lives to protect you
 
codeflex updated SIDEKICKer with a new update entry:

SIDEKICKer 3.0: The 'TO EACH, THEIR OWN' update

SIDEKICKer 3.0 Changelog

Give every member of your party their own personality! Probably the most requested feature, Sidekicks now retain their own animations, voices, idle sequences, and celebrations, with smoother following, improved doors and transitions, safer switching, and expanded character compatibility!
View attachment 10452
View attachment 10451


Headline Features

  • SIDEKICKS NOW RETAIN THEIR OWN STANDING...

Read the rest of this update entry...
 
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Nice update!
Itd be nice if you can let your sidekicks stay where you tell them and they dont move or follow you but stay where u told them to be. Also itd be funny if you can use the grab player mod to grab and throw your sidekicks or punch and kick them, espicially them being able to be hit themselves just like how sidekicks in game get hit by enemies. (Another suggestion)
 
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Nice update!
Itd be nice if you can let your sidekicks stay where you tell them and they dont move or follow you but stay where u told them to be. Also itd be funny if you can use the grab player mod to grab and throw your sidekicks or punch and kick them, espicially them being able to be hit themselves just like how sidekicks in game get hit by enemies. (Another suggestion)
so while the focus of 4.0 is better sidekick collision and interaction with players and NPCs and the game world in general, the likelyhood of having fully-commandible sidekicks is probably nil due to how sidekicker works; You can spawn in any character models, but they can't directly be assigned input or their own movement thats independent of the player; SIDEKICKer gets around this limitation by reusing the player's movement data, and playing that on a delay to sidekicks. The trick that allowed them to have their own animations was basically adding more code that could translate that player-derived movement data into their appropriate animation sets, instead of truly directing their movements.

Pausing a sidekick MIGHT be possible, but the moment it's unpaused it will immediately catch up to the player's movement data (basically, warp)
 
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