msburgess3200 / zombiereloaded

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Dismemberment (Decapitation) #87

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
This have been mentioned several times but never made as a ticket. Just 
some ideas in case we do this:

In the model file a section will need several models for each body parts, 
and each body part need their own model type value so they arent used as 
regular models.

The main model will be marked as decapitable with a reference to other 
body models using model names.

The classes will need some attributes for how much hp that must be done 
before they'll loose a body part.

This means that we'll not only code support for loosing the head, but any 
body part (based on hit group that's hurt). There will of course be a lot 
of models and model files, but being able to shoot arms, heads and legs of 
zombies would be pretty fun.

Leave comments and ideas.

Original issue reported on code.google.com by richard.helgeby@gmail.com on 17 Jan 2010 at 5:20

GoogleCodeExporter commented 9 years ago
Shooting multiple parts off of zombies might be impossible or very tricky, but 
being 
able to shoot a leg off on one zombie, and the head off on another zombie is 
possible.

In addition they could loose vision or running speed when they loose body 
parts. 
Like changing camera view to that head model when they loose it.

But they should only loose body parts when damaged by humans. Imagine the last 
zombie loosing his head in a door when there's still 4 minutes left of the 
round.

Original comment by richard.helgeby@gmail.com on 17 Jan 2010 at 5:25

GoogleCodeExporter commented 9 years ago
I'm interested in making this, I promised a friend I would do it long ago haha.

And yeah multiple body parts would never happen because of the combinations of 
possibilities.

How about a couple keyvalues in the models file like

"zh_charple001"
    {
        "name"      "zh_charple001"
        "path"      "models/player/zh/"
        "team"      "zombies"
        "access"    "public"
        "group"     ""
        "decap"     "1"
        "decap_part" "head"   (Code exists in the hitgroups module to convert casual 
names like this into real hitgroup indexes, see the zr_hitgroup admin command)
        "decap_part_file" "models/blah/part.mdl"
        "decap_after_model_file" "models/blah/after_decap_zombie.mdl"
        "decap_on_hp" "5%"  // Decap when the zombie only has 5% of original HP.
                            // We can support literal numbers too, detect by absence 
of "%"
        "decap_on_dmg" "3000" // Decap after this much dmg done to the part, support 
percentages too.  This value would be conditional, because the part needs to be 
shot 
in order for it to fall off.
        "decap_set_view" "1"  // Set view to the part (implemented for head, 
obviously)

    }

This would be the ultimate config for decapitations, the most intricate system 
I'v 
seen at least.  We also need to think of a way to download model parts.  (Keep 
in 
mind they should be able to use one head for multiple zombies)

Original comment by andrewbo...@gmail.com on 17 Jan 2010 at 7:46

GoogleCodeExporter commented 9 years ago
Also, the feature should be dismemberment, or something else along those lines.

Original comment by andrewbo...@gmail.com on 17 Jan 2010 at 7:50

GoogleCodeExporter commented 9 years ago
There will additional model attributes like that, but not HP settings and such, 
those should be specified in classes.

Original comment by richard.helgeby@gmail.com on 18 Jan 2010 at 12:12

GoogleCodeExporter commented 9 years ago
Before this gets too complicated, I think just adding support for decapitation 
would be  a good start. It could be based on a percentage of the zombie's 
health before it falls off, or even upon death (0% health remaining).

Has there been any experimental code going around regarding this feature? If 
so, I'd like to get a hold of it myself and see what I can do.

Original comment by aangi...@gmail.com on 23 Aug 2010 at 12:01

GoogleCodeExporter commented 9 years ago
I don't think it's complicated. I guess it's just changing player model to a 
headless one and spawn a new head model.

Original comment by richard.helgeby@gmail.com on 23 Aug 2010 at 7:54

GoogleCodeExporter commented 9 years ago
Wouldn't the same model be used only removing the head attachment of it?

I use this model on my server. It contains these two files:

slow_1.mdl
slow_1_head.mdl

As I understand it, the head attachment on this model is already removable. 
This means you wouldn't need two separate models for one with head and one 
without.

Original comment by aangi...@gmail.com on 24 Aug 2010 at 7:13

GoogleCodeExporter commented 9 years ago
CS:S doesn't support that kind of stuff.  We can't just remove an attachment 
from a model.  ZM did it by having 2 models, a regular one and a headless one, 
and then a model of the head to spawn.

Original comment by andrewbo...@gmail.com on 2 Jul 2011 at 8:41