MOH:AA HEADSHOT! +pk3

Started by Elgan {sfx}, December 25, 2007, 06:43:05 AM

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[KC]Murdock

elgan is it me or is the bloodmod not serverside?? Thats to bad because it look real cool and enhances the anim :(

Elgan {sfx}

its u. its serverside. try the new pk3, i made the blood a bit more gory. the old one the blood may not work v.much at all,

   

   

   blood puffs cud be made red serverside, and bodys that explode into blood effects , serverside. GRENADE!!!!!!!!!!!!! BBOOOM BODYSHOT!!!!

[KC]Murdock

i did tried it with cobs this afternoon, he was running the server. With the pk3 i saw blood, without nil...... :(

   Ill hope you'll right but somehow it doesnt work.....The anim does work.

agonotheta

Elgan: im trying to convert this to a spearhead mod now.

   i have fixed the headshot.scr with all the new hats

   i think i know what needs to be done with mikes torso, but his legs? what have you done there?

   

   when i compare the original mike_legs from pak0 with yours, there is alot more text in yours. but i cant find the diffrence :blush

   i see the original file has 35480 letters and yours 35525 letters.

   

   could you please help me out here?

   where is the "new" text in mike_legs.st?

Elgan {sfx}

hm, well. murdock is right but if u still wanna mess. all in the states i changed for the ehadshot bit is the KILLED states. look at them, I dont know without looking now, what ive changed , plus the state file has all the fixes like landshark etc build in.

agonotheta

so your saying its not serverside?

   hmm... well, i already made it this far why not complete it.

   but is it not possible to make it serverside? i have seen other mods, like nuclear grenades and flaming nades that are serverside (as i remember it :-) ).

   if the animation can be done localy, cant you send it to players? or would that perhaps cause lag..

   

   yes i have seen the killed states thats in mike_torso, but i cant find the diffrence in mike_leg. could that perhaps be the landsharkfix? so that the mike_leg is not "needed" for the animation?

Elgan {sfx}

correct. the mod makes the head dissapear , however serverside blood will not spawn. mike legs etc is just for the fixes in legs.

   

   the torso main for the mod without fixes is all in the death states, copy killed and all the killed sub states and it will probably work if u overwrite the SH ones, even if it removes some SH killed anims.

agonotheta

ok.. i headed in to some problems here.

   heads and hats disapear as they should do, and the bloodanimation is there (clientside).

   

   if the server does not have the mod and players have it, everyone walks very strange. sometimes players becomes one dimensional and/or sharking. and no blood

   if the server has the mod and player doesnt the same problem occurs. and no blood

   if both server and players have the mod everything works fine.

   

   what i did was edited the headshot.scr and added the new surfaces.

   used the mike_torso.st from spearhead and added the killedstatments.

   used the shared_animations.txt from spearhead and added the bloodanimations.

   used the mike_legs.st from spearhead.

   and made a pk3 of that. is there something i missed?

   

   since it seems impossible to make it a only serversided mod, what i would like is a mod that works if you have the mod installed but if you dont have it everything should look normal.

Cobra {sfx}

If theyre sharking you probably have some AA anims and not SH anims
Sleep? What is that?

agonotheta

oh oh..

   how do i see the diffrence?

   this is all new to me with animations.

   

   if i would guess, i think this is the AA animations.

   this is jut a smal part of the code.

   

   
// Flies back a meter or two, lands, legs go in the air
      death_back1            deaths/back_death01.skc            random
      {
         client
         {
   
            //Head circle of blob blood
            entry tagspawn "eyes bone"
            (
               count 60 //was 300 but scared of lag, make this number bigger for more main effect
               model dirtplume.spr
               life 2 1.5
               color 153 0.00 0.00
               scale 0.2
               scalerate .4
               inwardsphere
               radius 10
               fade
            )
   
            // Red head dark smoke
            entry tagspawn "eyes bone"
            (
               count 2
               model bodyhitpuff.spr
               spritegridlighting
               life 1             // amount of smoke //.25 //.5
               scale 1         // radius
               color 153 0.00 0.00
               fade
            )
   
            // red linger lighter smoke
            entry tagspawn "eyes bone"
            (
               model vsssource.spr
               alpha 1
               color 153 0.00 0.00
               scalerate 5
               life 2
               velocity 60.00
               randvel range 20 -60 crandom -40 range 60 -60
               fade
            )
   
            // Red head dark smoke
            6 tagspawn "eyes bone"
            (
               count 2
               model bodyhitpuff.spr
   
               life 1             // amount of smoke //.25 //.5
               scale 1         // radius
               color 153 0.00 0.00
               fade
            )
   
            // Red head dark smoke
            8 tagspawn "eyes bone"
            (
               count 2
               model bodyhitpuff.spr
   
               life 1             // amount of smoke //.25 //.5
               scale 1         // radius
               color 153 0.00 0.00
               fade
            )
   
            // Red head dark smoke
            10 tagspawn "eyes bone"
            (
               count 2
               model bodyhitpuff.spr
   
               life 1             // amount of smoke //.25 //.5
               scale 1         // radius
               color 153 0.00 0.00
               fade
            )
   
            // Red head dark smoke when hit the floor
            last tagspawn "eyes bone"
            (
               count 5
               model bodyhitpuff.spr
               life 1             // amount of smoke //.25 //.5
               scale 2         // radius
               color 153 0.00 0.00
               fade
            )
   
            // half way through. but of blobby blood
            8 tagspawn "eyes bone"
            (
               count 20
               model dirtplume.spr
               randvel crandom 20 crandom 20 random -40
   
               life 1.5 1.5
               color 153 0.00 0.00
   
               scale 0.4
               fade
            )
   
            //dirt at the start that flies everywhere
            entry tagspawn "eyes bone"
            (
               count 30
               model dirtplume.spr
               randvel crandom 50 crandom 50 random 60
               life 1.5 1.5
               color 153 0.00 0.00
               scale 0.5
               fade
            )
   
            8  bodyfall //back
            24  bodyfall .2 //Right Leg
            30  bodyfall .2 //Left Leg
         }
         server
         {
            last dead
         }
      }

   

   is this AA?

Cobra {sfx}

I dont see any anims there, did you edit any other state files?
Sleep? What is that?

Elgan {sfx}

your state files are wrong, causing the sharking, the only way to make the headshot thing work for only those who have it is to make it client side, possible but i dont have the drive to do it right now

Contex

Ey elgan, just wanted to ask you if you these files:

   

   model dirtplume.spr

   model bodyhitpuff.spr

   model vsssource.spr

   

   Are they only in MOHAA? Well if so could you be so nice and upload them for me (A)?

Elgan {sfx}

? theya re in AA, so that means they are i sh and whatever too....

Contex

just a question, what happends if i put a MOHAA animation that aint in demo into the demo?  So a MOHAA Animation to -> Demo, doesn this work or would I have to use the animations from demo?