Talking of your dead space mod, why it redirects me to the gun game server?:IS2:You could rig them to the TWI rigs like I did with the deadspace mod. But that might be allot of work and it would be a simple reskin in the end.
You could rig them to the TWI rigs like I did with the deadspace mod. But that might be allot of work and it would be a simple reskin in the end.
Ins't it a total conversion or something? Downloading total conversion through KF? Really?
Can't be done, all the creatures use custom animations ported direct from Resident Evil.
Why not? The Tyrants can be rigged on the FP rig quite easy. Just paint the envelopes. Sure, youll need to create some unique aniamtions yourself, but the core model will look and feel like a Tyrant. For deadspace I did the same thing.
Though I must admit...it will feel like your doing the mod all over again...wich will feel like a drag to do.
simulated function PlayDyingAnimation(class<DamageType> DamageType, vector HitLoc)
{
...
RemoveEffects();
if ( Level.NetMode!=NM_DedicatedServer && [COLOR="Red"]Class'D3Karma'.Static.UseRagdoll()[/COLOR] && Len(RagdollOverride)>0 )
{
...init ragdoll.
}
// non-ragdoll death fallback
Velocity += GetTearOffMomemtum();
BaseEyeHeight = Default.BaseEyeHeight;
SetTwistLook(0, 0);
SetInvisibility(0.0);
PlayDirectionalDeath(HitLoc);
SetPhysics(PHYS_Falling);
}
Class D3Karma extends Object
Config(Doom3KF)
PerObjectConfig;
var config bool bRagdolls;
var bool bHasInit,bRagdoll;
static final function InitConfig()
{
local D3Karma D;
Default.bHasInit = true;
D = New(None,"Doom3Karma") Class'D3Karma';
Default.bRagdoll = D.bRagdolls;
D.SaveConfig();
}
static final function bool UseRagdoll()
{
if( !Default.bHasInit )
InitConfig();
return Default.bRagdoll;
}
defaultproperties
{
}
[Doom3Karma D3Karma]
bRagdolls=True
Any questions?
REMonster.uc(5) : Error, '.': Bad command or Expression
...
var(Anims) name DeathAnims[4],SightAnim;
simulated function PlayDeathAnim()
{
PlayAnim(DeathAnims[Rand(4)],BurnAnimTime, 0.1);
}
Code:...
And do I not need any of the following?:
From DoomMonster
Thanks again Marco.Code:var(Anims) name DeathAnims[4],SightAnim; simulated function PlayDeathAnim() { PlayAnim(DeathAnims[Rand(4)],BurnAnimTime, 0.1); }
Any news?