Walk and melee styles
How your character moves between poses says as much as the poses do. StoryForce lets you override the walk and the unarmed fighting stance.
You need to be logged in to use
/walk, and melee styles only show on a logged-in character.
What it does
/walk swaps the animation your character uses when walking. /meleestyle swaps the animation set
your character uses with bare fists.
Neither changes speed, damage or anything else mechanical. Both are appearance only.
Walk styles
There are 4 styles plus normal. Run /walk on its own to list them and see which one you are using.
Set one by name.
An unambiguous shortening works, so /walk inj sets injured. /walk s sets strut, because no other
style starts with an s.
Go back to normal with /walk none. normal is an accepted alias for none.
What each style actually does
No style is fully finished. When a style has no finished frames for a movement, StoryForce falls back to a stand-in from the base game if the style names one, and otherwise leaves that movement unchanged.
| Style | What you get today |
|---|---|
injured |
Stand-ins in both directions. The authored limp has not shipped, so forwards you get a slow, laboured walk from the base game and backwards a stock walk-back. It still reads as clearly different |
happy |
An authored walk forwards. Walking backwards keeps the normal walk until its frames ship, and standing still deliberately keeps the stock idle |
strut |
An authored walk forwards only. Walking backwards and standing still keep the stock animations by design |
drunk |
Nothing yet. It has no finished frames and no stand-ins, so it reads as the normal walk until the frames ship |
If you want a style that reads as different in every direction, use injured.
Your walk style lasts until you log out, disconnect or the map changes. It is not stored on your character.
Melee styles
/meleestyle picks which unarmed animation set your character fights with. There are 3 styles, and
each one is a skill costing 30 XP that needs Hand to Hand 1.
Run it on its own to see what you own and what you are set to.
Set one by name.
auto uses the highest style you own, in the order Teras Kasi, then Wrrushi, then Echani. none
gives you the stock unarmed animations.
Each style is designed to replace the 16 unarmed animations, covering punches, kicks and grapples. The styled frames have not shipped yet, so today every style falls back to the stock unarmed moves.
The command lets you set a style you have not bought yet, and warns you.
The server checks what you own before it applies anything. An unowned pick behaves like auto, so
your highest owned style still applies, and the picked style takes over the moment you buy its skill.
Movement settings
2 client settings sit on this page because they also change how your character moves. They control the feel of moving rather than the look of it.
Client-side. Set to 1 to make crouch a toggle rather than a hold. Defaults to 0.With the toggle on, pressing crouch once locks you down and pressing it again stands you up. Jumping also clears the lock.
Separately from the setting, releasing the chat key while crouched keeps you crouched for 3 seconds. That stops your character standing up in the middle of a line every time you finish typing.
Client-side. Set to 1 to run forwards continuously. Resets to 0 on any backwards input. Defaults to 0.Toggle it with:
/automove
It prints nothing, so watch your character rather than the console. Auto-run holds forwards for you. Walk into something and it pauses, then presses your use key, which opens a door in your way. It resumes when the way ahead clears, or when you turn your view by more than 5 degrees. Pressing back cancels it.
Things to note
- Walk styles are unfinished. Only
injuredchanges both walking directions, and it does so with stock stand-ins rather than its authored limp. drunkcurrently looks like the normal walk. It is in the list because the style exists, not because its animation does.- Walk styles are not saved. Logging out, disconnecting or a map change all put you back to the normal walk.
/walkneeds you logged in./emotedoes not.- The styled melee animations have not shipped. All 3 styles read as the stock unarmed moves for now, so buying one changes nothing you can see yet.
- Your melee style resets to
autowhen you restart the game. The setting is not archived to your config. - Crouch ends an emote, so the crouch toggle and held poses fight each other. See emotes.
- Crouching stops your character gesturing while speaking, so a crouch lock costs you the standing talk animation.
- Auto-run only cancels on a backwards input. Dying or leaving normal movement pauses it, and it starts again once you are back on your feet.
Next
- Emotes: poses you can walk in
- Force and skills: buying Teras Kasi, Wrrushi and Echani