Langerd Posted December 13, 2014 Share Posted December 13, 2014 I want to make a fan like in the phantom the menace game XD When you drop down It dismember you totally !!!Is it possible to make it in Jk with some scripts ?http://wrzucaj.net/images/2014/12/13/boom.jpg Link to comment
Oobah Posted December 13, 2014 Share Posted December 13, 2014 Just setup the brush work, possible patch meshes for the blades and give it a func_rotate with an origin brush with the speed tweaked to suit your needs. Probably need a crusher flag or whatever setup to it as well. Might not gib body parts everywhere but it should kill people none the less. Link to comment
Langerd Posted December 13, 2014 Author Share Posted December 13, 2014 Just setup the brush work, possible patch meshes for the blades and give it a func_rotate with an origin brush with the speed tweaked to suit your needs. Probably need a crusher flag or whatever setup to it as well. Might not gib body parts everywhere but it should kill people none the less. I know this but i want to make it dismember the whole body like the saber. I have fan but i want to make it this little effect Link to comment
Lancelot Posted December 13, 2014 Share Posted December 13, 2014 @@LangerdOh yeah, I remember that fan. I want to see that dismemberment effect in Jedi Academy. The whole The Phantom Menace game was sometimes so ridiculous, that it was fun at the same time.I mean, that's probably the most violent Star Wars game in history (You could also shoot literally every NPC on a map and you couldn'tproceed after that, because a mob tried to kill you afterwards). And that's just ironic, because the film wasn't that violent at all. z3filus and Langerd like this Link to comment
Ramikad Posted December 13, 2014 Share Posted December 13, 2014 Memories Anyway, if it's supposed to be SP, you can simply set up a script that dismembers anyone who falls down there. For multiplayer, I don't think it's so easy, as the script wouldn't work. Not sure if there's a way to do that for MP. Langerd likes this Link to comment
Langerd Posted December 13, 2014 Author Share Posted December 13, 2014 Memories Anyway, if it's supposed to be SP, you can simply set up a script that dismembers anyone who falls down there. For multiplayer, I don't think it's so easy, as the script wouldn't work. Not sure if there's a way to do that for MP.He he Yeah @@Ramikad but how to make one? I have no idea how to make this script.I thought about 3 thingsa trigger multiple that:-turn on the blood effects whcih will just show that the chop chop effect was brutal.-make a trigger that kill the player-when i will trigger it will turn on the push effect to make body parts throw all over the place Ah i am totally making things for SP ... I dont like MP too much Link to comment
Ramikad Posted December 13, 2014 Share Posted December 13, 2014 You can target the trigger_multiple to a target_scriptrunner (tick the runonactivator flag, so the "dismembering" will occur on anyone who activates it, and set count to -1 to make it run infinitely), that runs a script such as this one: //(BHVD)set ( /*@SET_TYPES*/ "SET_GRAVITY", "2400" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HEAD" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_RT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_LT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_RT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_LT" );wait ( 5.000 );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_RT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_LT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_LT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_RT" );wait ( 5.000 );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_RT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_LT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_RT" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_LT" );wait ( 5.000 );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK" );set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_WAIST" );set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); (Not sure if the gravity 2400 actually does something on the weight of the pieces, but whatever)In the slight time span of 0.015 seconds, the player, or the humanoid NPC, that falls on the fan will be dismembered, and even more gruesomely he will survive long enough to witness his own dismembering before dying. About the blood effect, I don't think there's any in base JA. If you can find / make one, though, you can tie the trigger_multiple to that specific fx_runner (whatever the path, only set the path of the .efx file beyond the effects/ folder). The script and the fx_runner should suffice for everything you want to do. If you keep the func_rotating solid, the pieces should also be thrown around. Geez. Perhaps you should rename this to "Ramikad's Slaughtering Fan Guide For Beginners"? Lancelot, Boothand, Tempust85 and 2 others like this Link to comment
Tempust85 Posted December 13, 2014 Share Posted December 13, 2014 Sounds great! Totally going to try this for DF2 Mod. Langerd and Ramikad like this Link to comment
Langerd Posted December 14, 2014 Author Share Posted December 14, 2014 HOLY SHIET!!! I must test it now!Many thanks Tempust85 likes this Link to comment
Langerd Posted December 14, 2014 Author Share Posted December 14, 2014 AHAHAHA XD OMG THIS IS SOOOOOO VIOLENThttp://wrzucaj.net/uXOhttp://wrzucaj.net/uXThttp://wrzucaj.net/uXdhttp://wrzucaj.net/uXN Jeff, Lancelot, Tempust85 and 1 other like this Link to comment
Tempust85 Posted December 14, 2014 Share Posted December 14, 2014 That looks wicked. Ramikad and Langerd like this Link to comment
Ramikad Posted December 14, 2014 Share Posted December 14, 2014 Should've been a submission for Halloween Tempust85 and Langerd like this Link to comment
Asgarath83 Posted December 14, 2014 Share Posted December 14, 2014 Nice! Happy Wheels Arrives on JKA! XDDDD nice works! really! AHAHAHAHA Langerd likes this Link to comment
Ramikad Posted December 14, 2014 Share Posted December 14, 2014 Sounds great! Totally going to try this for DF2 Mod. An eventual MOTS mod could use this as well, for the "exploding" mummies in the Sith Temple. Link to comment
Lancelot Posted December 14, 2014 Share Posted December 14, 2014 AHAHAHA XD OMG THIS IS SOOOOOO VIOLENT http://wrzucaj.net/uXOhttp://wrzucaj.net/uXThttp://wrzucaj.net/uXdhttp://wrzucaj.net/uXNIt looks so cheesy that I like it . Link to comment
Langerd Posted December 14, 2014 Author Share Posted December 14, 2014 I made a something like unreal tournament stuff XDbut there is a blue cone thing that sent a victim 3 meteres in the air to the red lasers and it kill him witch chop chop effect.http://liandri.beyondunreal.com/w/images/DM-Fractal.jpgAlso i gave one npc a deathscript with this. I killed him and he exploded into pieces. This is good for mods were you destroy droids Is it possible to make npc die like this but only if i will attack him with emplaced gun ? Asgarath83 likes this Link to comment
Langerd Posted December 14, 2014 Author Share Posted December 14, 2014 Nice! Happy Wheels Arrives on JKA! XDDDD nice works! really! AHAHAHAHA Now we must make a bicycle vehicle XD Asgarath83 likes this Link to comment
Ramikad Posted December 14, 2014 Share Posted December 14, 2014 Is it possible to make npc die like this but only if i will attack him with emplaced gun ? Maybe it is possible. For example, you can make an empty script, and set that enemy's deathscript to the empty one (let's call it "none.IBI", for explanation purposes). You place the emplaced gun, and around it (where the player supposedly is when operating the turret), a trigger_multiple (set "wait" to "0.2" - not sure if it actually accepts float numbers - so it triggers every 0.2 seconds, and tick fire_button) tied to a target_scriptrunner, that runs a script that selects the enemy, changes his deathscript to "dismember.IBI", AND, after 0.3 seconds (so, WAIT set to 300), changes the deathscript back to "none.IBI". This way, the trigger will be constantly active ONLY when firing the turret, and it will have too little time to revert the deathscript back to nothing, causing the enemy to explode upon death. If you leave the turret and shoot him down, he should die normally then (that is, if the trigger_multiple is set in the correct position so that the player has to be using the turret to trigger it). Langerd likes this Link to comment
Langerd Posted December 15, 2014 Author Share Posted December 15, 2014 http://makeagif.com/i/8xzERM We changed this game to the pegi 18+ ...HOLY SHIET!!! Futuza, Lancelot and Ramikad like this Link to comment
Lancelot Posted December 15, 2014 Share Posted December 15, 2014 http://makeagif.com/i/8xzERM We changed this game to the pegi 18+ ... HOLY SHIET!!!Now add the sound of Lego bricks falling to the ground, and the game is PEGI 7. Simple as that . Ramikad, Langerd and Tempust85 like this Link to comment
Ramikad Posted December 15, 2014 Share Posted December 15, 2014 http://makeagif.com/i/8xzERM We changed this game to the pegi 18+ ... HOLY SHIET!!! Not yet... first it needs a blood effect triggered by the trigger_multiple Link to comment
Futuza Posted December 15, 2014 Share Posted December 15, 2014 http://makeagif.com/i/8xzERM We changed this game to the pegi 18+ ... HOLY SHIET!!!It's like Deadspace: Starwars edition. Langerd likes this Link to comment
Jolly Posted December 28, 2014 Share Posted December 28, 2014 This should be put into the Dark Forces 2 mod @@DT85 is working on, it would totally give off that 90's level design feel xD Tempust85 likes this Link to comment
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