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