First of all, no, you still need to change the parts that I mentioned "<-- Change This" Second of all, well, that depends, do you use two helmet on your actors or one? If you use one, then put the attach script ONTO the helmet, for example
Code:
AddEffect = Attachable PresetName = Helmet(or whatever) Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = BlahBlahBlah FrameCount = 1 SpriteOffset = Vector X = -7 Y = -6 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = sdgsadgsg Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 250 JointStiffness = 0 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 2500 GibWoundLimit = 10 // Like so, you will need to do it twice though(two eyes) //Left AddEmitter = AEmitter CopyOf = Eye Emitter ParentOffset = Vector X = 0.5 Y = 0 //Right AddEmitter = AEmitter CopyOf = Eye Emitter ParentOffset = Vector X = -5.5 Y = 0
As for the final part of your comment, you change it to wherever you want to place it on your helmet, if you're good at offsets then this should be no problem. The number is based on the sprite offset of your helmet. If you need help with offsets, theres this thread: viewtopic.php?f=1&t=19092
Fri Nov 09, 2012 11:07 pm
Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
Re: Killzone 3
ShadowStorm wrote:
First of all, no, you still need to change the parts that I mentioned "<-- Change This" Second of all, well, that depends, do you use two helmet on your actors or one? If you use one, then put the attach script ONTO the helmet, for example
Code:
AddEffect = Attachable PresetName = Helmet(or whatever) Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = BlahBlahBlah FrameCount = 1 SpriteOffset = Vector X = -7 Y = -6 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = sdgsadgsg Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 250 JointStiffness = 0 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 2500 GibWoundLimit = 10 // Like so, you will need to do it twice though(two eyes) AddEmitter = AEmitter CopyOf = Eye Emitter ParentOffset = Vector X = 0.5 Y = 0 AddEmitter = AEmitter CopyOf = Eye Emitter ParentOffset = Vector X = -5 Y = 0
As for the final part of your comment, you change it to wherever you want to place it on your helmet, if you're good at offsets then this should be no problem. The number is based on the sprite offset of your helmet. If you need help with offsets, theres this thread: viewtopic.php?f=1&t=19092
Thanks a lot man!But still,since i suck at this i will need a few hours,i will do it tommorow. Do you have any sollution for the dead pipe-dead soldier thing?
Fri Nov 09, 2012 11:13 pm
ShadowStorm
Joined: Thu Jan 21, 2010 10:59 pm Posts: 151
Re: Killzone 3
Erm... I suppose you could pipe thing a separate attachable and [optional]gib a emitter that emits "smoke" glows"[/optional] have a lua script drain the actors hp to 0 when the attachable is destroyed, of course the lua script would have to be attached to the pipe attachable first. I'm not good with lua, so you may have to ask someone else for a script or try learning yourself.
EDIT: I think I misunderstood your meaning of "under the helmet" earlier, but whatever. Yea that's what I thought you meant. It's probably better to add the glow and the emitter to the very top of your actor.ini (or in a seperate ini file, which makes it easier to add to your other variants of the helghast soldiers)
Last edited by ShadowStorm on Fri Nov 09, 2012 11:32 pm, edited 3 times in total.
Fri Nov 09, 2012 11:19 pm
Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
Re: Killzone 3
ShadowStorm wrote:
Erm... I suppose you could have that section(make it a seperate attachable) gib [optional]a emitter that emits "smoke" glows"[/optional] and have a lua script drain the actors hp to 0, of course the lua script would have to be attached to the pipe attachable first. I'm not good with lua, so you may have to ask someone else for a script or try learning yourself.
EDIT: I think I misunderstood your meaning of "under the helmet" earlier, but whatever.
When i said "under the helmet" i meant when i go to the character.ini file then i find the attachable Helmet,under that i write all that glow stuff.Get it?
Fri Nov 09, 2012 11:29 pm
StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
Re: Killzone 3
Erm.. Link doesn't work
Sat Nov 10, 2012 4:09 pm
Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
Re: Killzone 3
StanT101 wrote:
Erm.. Link doesn't work
Fixed the link
Sat Nov 10, 2012 10:08 pm
Ghost101
Joined: Fri Nov 02, 2012 2:15 pm Posts: 12
Re: Killzone 3
Asklar wrote:
The eyes on the masks look too big, the guys look like flies :S
But the sprites are good anyway, though they might need some polish.
I think the Masks are too big too but the eyes are big cause those are goggles (i think) Buts its very nice!
Sun Nov 11, 2012 3:55 am
Ghost101
Joined: Fri Nov 02, 2012 2:15 pm Posts: 12
Re: Killzone 3
ummm the download link still dosent work please fix
Sun Nov 11, 2012 3:57 am
dijow
Joined: Sat Aug 04, 2012 1:30 pm Posts: 29
Re: Killzone 3
great small mod ,even if it needs some polishing
Sun Nov 11, 2012 1:58 pm
StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
Re: Killzone 3
Well...There is broblem with your battle pistol: --------------------------- RTE Aborted! (x_x) --------------------------- Failed to load datafile object with following path and name:
The last frame has been dumped to 'abortscreen.bmp'
--------------------------- ОК --------------------------- And here is the abortscreen:
Sun Nov 11, 2012 6:51 pm
Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
Re: Killzone 3
StanT101 wrote:
Well...There is broblem with your battle pistol: --------------------------- RTE Aborted! (x_x) --------------------------- Failed to load datafile object with following path and name:
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