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Old 05-04-2004, 05:01 PM   #1
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dismemberment

yay guys, i gota good compiler and now i can make mods . i made some basic changes, but i want to try weapon dismemberment. say i blast someone in the arm, i can can blast their arms off. one more thing, is there somewhere i can edit things to where i can have mutliple dismemberment? if i have a light saber swing horizontally through the shoulders, both arms fall off.


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Old 05-05-2004, 06:24 PM   #2
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Well, check out how the NPCs do dismemberment. They have dismemberment like that.


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Old 05-05-2004, 07:18 PM   #3
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right right, forgot about them, thanks Razor.


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Old 05-05-2004, 07:41 PM   #4
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You're welcome.


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Old 05-06-2004, 10:26 AM   #5
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Probably the main reason it's limited to one cut for players is because of ragdoll - each time you cut somebody, you're making an entirely new ghoul2 instance, and copying their model - it's clever, but with ragdol, it could be painful to turn one set of calculations in to 8 (or more).

You could disable ragdoll, and then maybe nobody would care.


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Old 05-06-2004, 06:37 PM   #6
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hey, with Azymn's help i got the gun dismemberment working . its not as hard as it looked, now this multiple dismemberment part is tricky, thx for the tip Wudan. will look into ghoul and npcs now.


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Old 05-11-2004, 05:24 PM   #7
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hey guys, i got the multiple dismemberment working with bots somewhat, but it works for a very short period of time. in the g_combat.c file there are these lines:

if (targ->s.eType == ET_NPC && targ->client && (targ->s.eFlags & EF_DEAD) )
{ //an NPC that's already dead. Maybe we can cut some more limbs off!


i changed it to:

if (targ->s.eType == ET_NPC || targ->s.eType == ET_PLAYER && targ->client && (targ->s.eFlags & EF_DEAD) )
{ //an NPC that's already dead. Maybe we can cut some more limbs off!


now the main limiting factor was the disintigration, the body just vaporized when i attacked it soon, but i disabled that and now i can make stew out of a body if i do a saber twirl or kata just like i can if i do it to an npc. the thing is after a second or 2 it stops responding and its a solid body that is completely unresponsive. i think this has something to do with one being able to use the force (like push a body) right after you kill them, and after a second they don't respond to the force.


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Old 05-11-2004, 05:33 PM   #8
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Uh, like I stated earlier, multiple dismember already works for NPCs. I've tested that myself on stormtroopers.

Secondly, MP bots are totally different from the SP/MP NPCs.


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Old 05-11-2004, 05:36 PM   #9
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One other problem you run into is that after a certain period of time, a body's appearance is copied to a queue to simply display the body until some deadbodytimer runs out. At this point, it's no longer a model that can be cut, animated, ragdolled, or anything like unto it - it's simply a static shell.
In order to preserve the ability to hack up a body, you have to prevent the clientside fx functions from converting it from a dynamic model to a static husk.
This will increase the rendering load on the client, b/c depending on the rate of death and the bodyqueue timer one could have dozens of models active simultaneously.

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Old 05-11-2004, 05:41 PM   #10
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Quote:
Originally posted by razorace
Uh, like I stated earlier, multiple dismember already works for NPCs. I've tested that myself on stormtroopers.

Secondly, MP bots are totally different from the SP/MP NPCs.
yeah, i knew that you can do it to sp/mp npcs. i was just saying that i got it to work for mp bots like the sp/mp npcs for a short period of time whereas previously you can only dismember one limb for a bot or client.


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Old 05-11-2004, 08:02 PM   #11
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oh wait, I just looked again at your code and in theory, that should apply for other players. If it works for the MP bots, it's should work for the players as well.


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Old 05-11-2004, 08:45 PM   #12
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here's a pic i took, note this was a bot and not an npc:

<img src="http://verticalhorizon.rogueskies.net/graphics/botdismembering.jpg">


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Old 05-11-2004, 08:46 PM   #13
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bah, sorry

http://verticalhorizon.rogueskies.ne...smembering.JPG


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