Bond - Aha! So I have found your weakness!
Errant's was weapon features, yours is zombie-head-blown-off-blood-effects, and now I need to find Johns and I'll have all the great modellers under my control....er....enjoying my mod
That should be possible as soon as I get my hands on the 109 source (and even then that's just for the headshot ability). The blood spurting is already possible, though I'll make an additional mode to it that's better for a blown off head (currently it shoots out in a random direction to the sides, good for in general but for a head blown off I'll make the option to have it shoot straight up.). The bloodspurt command is used like:
bloodspurt = X, where X is the method. 0 is the entity's position, 1 is the last position the entity was damaged at, and 2 is the head.
So I'll add 3 to make it come from the head and shoot straight up. Once I do, I can send you the EXE and a replacement throwback.fpi script to test the idea with. It wouldn't work with headshots until I get the 109 source (I *could* add my own farily easily, prehaps even better than the existing headshot system, but I want to keep it compatible with future versions of FPSC as much as possible) but you could see how it looks.
EDIT:
Quote: "So for example, I could have a head that sprouts tentacles a la Resident Evil 4. And it would be cool if this ONLY happened with a head shot, and a more aggressive melee script was then called."
Oh, as for this, instead of calling a specific script, I could make a command called headshotscript=X. That way you could define the script that occurs after a headshot kills a character instead of the throwback/fore/left/right scripts. Then in the headshot script for that sort of character is the new agressive melee script, and at the top of that script you could redefine the headshotscript so it doesn't repeat.