THANK YOU SO MUCH!
It's working pretty perfectly!
Now when I rocket enemies it leaves loads of blood =D
It's working pretty perfectly!
Now when I rocket enemies it leaves loads of blood =D
One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
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Show posts MenuidCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how often to take health in nightmare mode" );
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how much health to take in nightmare mode" );
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how low can health get taken in nightmare mode" );
#ifndef ID_DEMO_BUILD
if ( g_skill.GetInteger() == 3 ) {
healthTake = true;
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
}
#endif
}
void monster_zombie_security_pistol::state_Killed() {
stopMove();
sys.setSpawnArg( "fx", "fx/bloodpool" );
sys.setSpawnArg( "origin", getOrigin() );
sys.setSpawnArg( "start", "1" );
sys.spawn( "func_fx" );
animState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );
waitAction( "dead" );
stopThinking();
}
fx fx/bloodpool
{
{
delay 0
duration 36
decal "textures/decals/dsplat2"
size 120
}
}
void monster_zombie_security_pistol::state_Killed() {
stopMove();
startFx("fx/bloodpool");
animState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );
waitAction( "dead" );
stopThinking();
}
QuoteThe duration that the gibs stay in the world (4 seconds) will require SDK changes if you want to change that BTW.Yeah that's what I want to change, haha. I'm also interested in trying to create different gib styles dependent on the weapon the monster is fragged with e.g. large chunks of meat for explosive frags, skeletons for plasma/bfg frags.