Thread: Monster gib

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  1. #1
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    Monster gib

    how to make so that when a monster is killed (be it with custom weapons, with high damage and low health), the body is dismembered?

  2. #2
    REE3 The303's Avatar  
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    Re: Monster gib

    On the modelling side of things you would need a custom monster model with multiple bodygroups for "damage". On the programming side of things, I wouldn't know, Id assume there would be some kind of angelscript thing that could change bodygroups of target monster or something

  3. #3
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    Re: Monster gib

    Quote Originally Posted by The303 View Post
    On the modelling side of things you would need a custom monster model with multiple bodygroups for "damage". On the programming side of things, I wouldn't know, Id assume there would be some kind of angelscript thing that could change bodygroups of target monster or something
    in cases with an explosion, when the enemy has little health, his body is simply torn to pieces. And I would like to do this for all weapons (in cases when the enemy has little health, then when damage is inflicted, his body is torn to pieces)

  4. #4
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    Re: Monster gib

    Bump

  5. #5
    200 MB Angelscript log file KernCore's Avatar
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    Re: Monster gib

    Increase the weapon's damage value for default weapons, for custom weapons take a look at this link: https://github.com/baso88/SC_AngelScript/wiki/Bullet
    If the custom weapon uses TraceAttack for it's damage you'll have to include DMG_ALWAYSGIB to the last parameter like this:
    Code:
    pEntity.TraceAttack( m_pPlayer.pev, flDamage * 0.5, g_Engine.v_forward, tr, DMG_CLUB | DMG_ALWAYSGIB );

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