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Gibbing

Started by VGames, June 29, 2015, 10:31:31 AM

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VGames

Is there a way to check if a character is gibbed using the script files? Or is this only done in the SDK? And if so how do you create a specific projectile within the SDK?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

Skin is what it's called, yes!  I was thinking it was called shader in D3.  Thanks for correcting.

VGames

Quote from: VGames on June 30, 2015, 07:59:10 PM
Is there a way to check if a character is gibbed using the script files? Or is this only done in the SDK? And if so how do you create a specific projectile within the SDK?

????
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BielBdeLuna

maybe you could check the health amount of the entity?

for the projectile I don't know, you could create a subclass and add your code, what do you want to do with the projectiles?

VGames

Well I want to spawn a certain projectile only when something gibs.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

A projectile (like a pew pew rocket) or a different gib model?  Looking at the gibbing code would be the first place to look.  As far as I know that part is C++.

VGames

Yeah like a rocket. It will be invisible and will create a lot of streams of blood that make blood splats and trail blood as they fly.

If it needs to be done in the sdk then how do I call on a specific projectile within the code that spawns the gibs. I know where that's at.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Quote from: VGames on July 01, 2015, 11:13:28 PM
Yeah like a rocket. It will be invisible and will create a lot of streams of blood that make blood splats and trail blood as they fly.

If it needs to be done in the sdk then how do I call on a specific projectile within the code that spawns the gibs. I know where that's at.

AFAIK in Doom 3 gib code doesn't give velocity to gibs. They just spawn and drop. I wonder if you can script gibbing enhancements (won't be elegant of course).

Working with SDK's C++ code is not a matter of "how do I do this". It's a matter of understanding how game code works in Doom 3 in general, knowing C++ on a level that is better than basic, or finding someone to do it for you if you aren't qualified.

VGames

It doesn't seem possible to call on projectiles within the SDK. It doesn't seem like u can call on anything outside of the SDK.

What I need is to make an event that checks to see if a character has gibbed. Then I can call on the projectile within the characters script file.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

I'm not at my Doom 3 computer atm, but with my rock monster I did set it up to spawn a smaller monster when the bigger one died.  That might be your solution, use the scripting to spawn something else that spawns your decals.  Gibing is based on health so a health check might be all that's needed.

I did the same thing in Quake 2 once.  It gives velocity vectors to gibs so I thought it would be fun to make a bunch of gibs & blood flying away when you fragged someone in mp.  It was pretty cool.  :)  Like a robert rodriguez film.  :)

VGames

Yeah I've got it set up already to spawn the projectile when they're killed if their health was like less then or equal to -1000 upon death. That way the only weapon projectiles that this effect would happen with were the explosive ones which are already set up to gib. But I wanted something more concrete. Just in case for some reason one of the weapon projectiles that's not supposed to gib causes their health to drop below -1000 upon being killed. Does this make sense?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BielBdeLuna

why a projectile? why not a moveable which iirc they have an initial velocity when triggered

VGames

Because I want it to make blood splats. I don't want it to be a bouncy gib. I want streams of blood to spray out in different directions and when they hit a wall or floor or ceiling I want them to make a blood splat. If I add new gibs I'll do that through the monster def files.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500