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 Is this possible? 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Is this possible?
I've had this ridiculous idea for a long time in my head and I thought of asking if its possible to do with Lua since I'm quite certain its not possible through normal ini hacks.

Neck Snap.

Basically makes the opposing actor's head make a nice HFlipped = 1 while the rest of his body stays still. Or if not that, then atleast detach the head, and then flip it.
In the process the victim recieves -100 hp and gives a nice *crack* sound.


Tue Sep 08, 2009 6:34 pm
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Post Re: Is this possible?
Since the head is an attachable, it's most likely a no go.

Maybe in B24?


Tue Sep 08, 2009 6:49 pm
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Loose Canon
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Post Re: Is this possible?
You could easily do it now without the head twist.


Tue Sep 08, 2009 8:04 pm
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Post Re: Is this possible?
Hyperkultra wrote:
You could easily do it now without the head twist.


The head twist it probably, like, the whole point...


Tue Sep 08, 2009 8:05 pm
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Post Re: Is this possible?
numgun wrote:
Neck Snap.


You've freakin' stolen my idea. :x

Well yeah, it is perfectly possible, I was gonna use it in an actor as soon as I was finished with the mod contest.

You just use mail's attachable script to search for actors near your unit, get their attachable's MOIDs, detach, and perhaps add some AngularVel to make it seem like their necks broke. Bloody cool, if you ask me. I might code it for you when I'm done with that contest thing.


(There is one problem, though: other attachables, such as armor, would also be detached. But I'm sure a workaround solution can be found for that.)


Tue Sep 08, 2009 8:35 pm
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Post Re: Is this possible?
yeah, like searching for a presetname with head in it.
yes it is possible, though the HFlipped thing could be an issue.


Tue Sep 08, 2009 9:22 pm
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Post Re: Is this possible?
Ever since I finished Metal Gear Solid for the first time, I've been addicted to neck snapping ever since. : D

Just now I decided to ask because some guys have done wierd Lua hacks I cant understand and are able to access attachables when it was thought impossible.

I was thinking it would work only when the actor is unarmed and to perform it, you have to hit the "fire" button 3 or 5 times very fast, just like in MGS (although that needed like 10 presses : x).

Also if HFlipped fails, I'm cool with RotAngle = 180; too. :wink:


Tue Sep 08, 2009 9:25 pm
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Loose Canon
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Post Re: Is this possible?
Both do the job equally well. :D


Tue Sep 08, 2009 9:32 pm
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Post Re: Is this possible?
Code:
for i = 1,MovableMan:GetMOIDCount()-1 do
   x = MovableMan:GetMOFromID(i);
   if x.ClassName == "Attachable" then
      local head = ToAttachable(x);
      head.RotAngle = math.pi/2;
      local actor = ToActor(MovableMan:GetMOFromID(head.RootID));
      if actor then
         actor:SetAimAngle(math.pi/2);
         actor.Health = 0;
      end
   end
end


This snaps all actor's heads back in the level by making their heads look directly up. When it's snapped this quickly and then they slump forward, it looks pretty convincing.
That said, if you still want the real 180-degree head turning deal:

Code:
for i = 1,MovableMan:GetMOIDCount()-1 do
   x = MovableMan:GetMOFromID(i);
   if x.ClassName == "Attachable" then
      local head = ToAttachable(x);
      local newhead = CreateAttachable(head.PresetName);
      newhead.Pos = head.Pos;
      newhead.HFlipped = not head.HFlipped;
      head.ToDelete = true;
      MovableMan:AddParticle(newhead);
   end
end


However, if you try this code, you'll notice that it also affects armor on actors and if there is any attachable such as a helmet on the actor's head, there will end up being 2. So probably the first method is best.


Wed Sep 09, 2009 12:53 am
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Post Re: Is this possible?
TheLastBanana wrote:
Change AimAngle thing


I hadn't thought of that. :-?

So, erm, well, can I use it?


Wed Sep 09, 2009 1:03 am
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Post Re: Is this possible?
Go right ahead. Just make sure to adapt the script to an actor, this just does it to everything on the level. You might also want to discuss with numgun considering the fact that this is his thread, after all.


Wed Sep 09, 2009 3:00 am
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Post Re: Is this possible?
Excellent!
Now all I need to do is to figure out how to do the tapping key combo work.

EDIT: Say, is it possible to make the head unattach from the torso?
So after decapitating the head with a neck snap, the head would fall off the body?


Wed Sep 09, 2009 7:14 am
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Post Re: Is this possible?
Problems : (
So far it works, but it keeps snapping the user's neck also. Its funny, but not intended.

Code:
   --NECK SNAP. >: D
   if self:IsInventoryEmpty() == true then
      if self:GetController():IsState(Controller.RELEASE_PRIMARY) then
         self.presses = self.presses + 1;
         if self.presses == 3 and self.cancelTimer:IsPastSimMS(300) == false then      
            for i = 1,MovableMan:GetMOIDCount()-1 do
               local x = MovableMan:GetMOFromID(i);
               if x.ClassName == "Attachable" then
                  local head = ToAttachable(x);
                  local actor = ToActor(MovableMan:GetMOFromID(head.RootID));
                  --local dist = SceneMan:ShortestDistance(self.Pos, actor.Pos, true).Magnitude
                  if math.abs(actor.Pos.X - self.Pos.X) < 30 and math.abs(actor.Pos.Y - self.Pos.Y) < 30 then
                     actor:SetAimAngle(math.pi/2);
                     head.RotAngle = math.pi/2;
                     actor.Health = -1;
                  end
               end   
            end
            self.presses = 0;
         end
         self.cancelTimer:Reset();
      end
   end
   
   if self.cancelTimer:IsPastSimMS(300) == true then
      self.presses = 0
   end


How can I prevent it from snapping my own neck?
I've tried self == false, actor ~= self and not self. Noone of these worked, wtf am I doing wrong here?


Wed Sep 09, 2009 12:03 pm
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Post Re: Is this possible?
Code:
if math.abs(actor.Pos.X - self.Pos.X) < 30 and math.abs(actor.Pos.Y - self.Pos.Y) < 30 and actor.ID ~= self.ID then
This should work.


Wed Sep 09, 2009 2:33 pm
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Post Re: Is this possible?
It works! Hell yeah!

Now all is left is that pesky emitter to show an effect and play the sound.
Going to put an extra loud *CRACK* sound for this one. 8)


Wed Sep 09, 2009 5:36 pm
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