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FPSC Classic Scripts / Head off script?

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Nigo
14
Years of Service
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Joined: 28th Mar 2010
Location: Derping behind you :O
Posted: 15th Mar 2011 17:59
Can it be done, that when i swing axe for example in ANY part of enemy, enemys model changes to HEADLESS model and head drops off from enemys shoulder?

I have to models, headless and with head.

Sometimes, i dream about TGC.
Pirate Myke
14
Years of Service
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 15th Mar 2011 19:30
Yes bond1 has done it. But the model has to be made for it. Animation needs to be made, and then it will need to be scripted.

But with what you have you could have the one with the head when you hit it with the axe to destroy and activate the other entity.

Do you have the script disappearactivate.fpi? try it in the destroy part of the first entity.



Enter the name of the headless entity into the ifused spot of the headed entity. Set the spawn on start to no on the headless one. maximun spawn, spawn max at anytime, and Number to spawn to 1.

Move the headless entity into the same spot as the headed one.

Hope that helps.

Nothing but coffee in my veins 'Insomnia is Coming'
Nigo
14
Years of Service
User Offline
Joined: 28th Mar 2010
Location: Derping behind you :O
Posted: 15th Mar 2011 20:14
Ok, the animating more animations is not problem for it..

I'l try when i have time, thanks =)

Sometimes, i dream about TGC.
dustofdeath
13
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Joined: 7th Mar 2011
Location:
Posted: 15th Mar 2011 20:32
wasp v2 has headshot option (removes head kidna)... perhaps its easier to incorporate using the mod itself?

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