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 Headshot-NOW WORKING 
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Joined: Tue Mar 10, 2009 7:16 pm
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Post Headshot-NOW WORKING
I am working on a mod : you shoot the head, "headshot" appear over the dead guy.
Simple. Not really, I use the G4K +100 system but I replaced it by headshot AND the novamind for the headwound code.
But it actualy doesn't work well. I can do Headshots on dropships :-(
If someone would help, he is always accepted.
pics coming soon

Credits: Pelbox-Novamind
Zalo-G4K


Last edited by neroe23 on Tue Nov 10, 2009 6:45 pm, edited 1 time in total.



Sun Nov 08, 2009 5:29 pm
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Joined: Thu Oct 16, 2008 5:37 pm
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Post Re: Headshot (WIP)
can you post the code or describe how you use it? :???:


Sun Nov 08, 2009 6:59 pm
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Post Re: Headshot (WIP)
I made a brain and a round with the code.


Attachments:
File comment: lulzor
HS.txt [724 Bytes]
Downloaded 182 times
Sun Nov 08, 2009 8:03 pm
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Headshot (WIP)
Thing is if you kill something with a 'legshot!' it cannot tell the difference.


Sun Nov 08, 2009 9:25 pm
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Post Re: Headshot (WIP)
It would be able to (i think) if you check the orientation of the enemy's head in relation to the aim angle, but i doubt this is possible right now...


Sun Nov 08, 2009 10:43 pm
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Post Re: Headshot (WIP)
All of the solutions that spring to mind require messing with base.rte, which is typically a no-no. This is tough.


Mon Nov 09, 2009 3:03 pm
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Post Re: Headshot (WIP)
String find for head in the attachable presetname helps, but isn't perfect.
Eliminating classname "leg" and "arm" also helps, but still lets you hit any regular attachables.


Mon Nov 09, 2009 3:52 pm
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Post Re: Headshot (WIP)
I think the "if Head=wound" doesn't exist yet. But it's kinda fun to play with.

HEADSHOT status = reported to build 24


Mon Nov 09, 2009 8:58 pm
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Joined: Thu Jan 21, 2010 9:21 pm
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Post Re: Headshot-NOW WORKING
post whats done
if have some...


Thu Nov 18, 2010 8:34 pm
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