• Gibs that change bodtygroup and only work for spesific hitboxes.
    6 replies, posted
Hi, I'm making an NPC for Garrysmod and it's my first. I've already gotten my rigged and animated model out of 3ds max and an currently setting up the QC file. [code]$cd "C:\Users\Banshee\Documents\3dsMax\export\Flood" $scale 1.0 $modelname "props\halo\characters\floodcombat_human\floodcombat_human.mdl" $body "Body" "flood.smd" $model "floodcombatflood" "flood.SMD" $cdmaterials "models/characters/floodcombat_human/bitmaps" $surfaceprop "flesh" $hboxset "default" $hbox 1 "Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 $sequence idle "idle" ACT_IDLE 1 loop fps 30.00 $keyvalues { "prop_data" { "base" "Wooden.Medium" "health" "10"} } //Health is the damage required to break the item, 0 will make it invincible. $collisiontext { break { "model" "halo/characters/floodcombat_human/flood_bit_h-head/flood_bit_h-head.mdl" "fadetime" "50" } break { "model" "halo/characters/floodcombat_human/flood_bit_innards/flood_bit_innards.mdl" "fadetime" "50" } break { "model" "halo/characters/floodcombat_human/flood_bit_limbs/flood_bit_limbs.mdl" "fadetime" "50" } break { "model" "halo/characters/floodcombat_human/flood_bit_skin/flood_bit_skin.mdl" "fadetime" "50" } } $collisionjoints "flood.smd" { $mass 90.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "bip01_pelvis" $jointmerge "Bip01_Pelvis" "Bip01_Spine1" $jointconstrain "bip01_r_upperarm" x limit -39.00 39.00 0.00 $jointconstrain "bip01_r_upperarm" y limit -79.00 95.00 0.00 $jointconstrain "bip01_r_upperarm" z limit -93.00 23.00 0.00 $jointconstrain "bip01_l_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "bip01_l_upperarm" y limit -95.00 84.00 0.00 $jointconstrain "bip01_l_upperarm" z limit -86.00 26.00 0.00 $jointconstrain "bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "bip01_l_forearm" z limit -149.00 4.00 0.00 $jointconstrain "bip01_l_hand" x limit -37.00 37.00 0.00 $jointconstrain "bip01_l_hand" y limit 0.00 0.00 0.00 $jointconstrain "bip01_l_hand" z limit -57.00 59.00 0.00 $jointconstrain "bip01_r_forearm" x limit 0.00 0.00 0.00 $jointconstrain "bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "bip01_r_forearm" z limit -149.00 4.00 0.00 $jointconstrain "bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "bip01_r_hand" z limit -57.00 70.00 0.00 $jointconstrain "bip01_r_thigh" x limit -12.00 12.00 0.00 $jointconstrain "bip01_r_thigh" y limit -8.00 75.00 0.00 $jointconstrain "bip01_r_thigh" z limit -97.00 32.00 0.00 $jointconstrain "bip01_r_calf" x limit 0.00 0.00 0.00 $jointconstrain "bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "bip01_r_calf" z limit -12.00 126.00 0.00 $jointconstrain "bip01_head1" x limit -20.00 20.00 0.00 $jointconstrain "bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "bip01_head1" z limit -13.00 30.00 0.00 $jointconstrain "bip01_l_thigh" x limit -12.00 12.00 0.00 $jointconstrain "bip01_l_thigh" y limit -73.00 6.00 0.00 $jointconstrain "bip01_l_thigh" z limit -93.00 30.00 0.00 $jointconstrain "bip01_l_calf" x limit 0.00 0.00 0.00 $jointconstrain "bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "bip01_l_calf" z limit -8.00 126.00 0.00 $jointconstrain "bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "bip01_l_foot" y limit -19.00 19.00 0.00 $jointconstrain "bip01_l_foot" z limit -15.00 35.00 0.00 $jointconstrain "bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "bip01_r_foot" y limit -25.00 6.00 0.00 $jointconstrain "bip01_r_foot" z limit -15.00 35.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 }[/code] I need this set up so that when a certain hit-box is shot "off", the bodygroup will change and release a head. for example: bodygroup is currently normal, player shoots head bodygroup changes to nohead head gib is spawned player shoots left limb bodygroup is changed to nohead and noleftlimb gib for limb is spawned player shoots right limb bodygroup changed to no head and no left limb and no right limb gib is spawned for right limb. and so on. currently head, both limbs, and chest should be able to be shot off. with gibs when certain bodygroup is shot. also if possible, I have a flesh explosion effect that is meant for when something is shot off. Currently no idea how to get the effect into source. Also, If you see anything with the QC script that is off, please help me fix it. thank you.
You could have different bodygroups for the arms, legs etc.
I saw this in GTA 4 a lot of times, except it was the prop (headwear) instead of a gib.
I already have bodygroups for both arms, head, and chest. Also I want them to not be able to attack with gun if there right arm is off and not melee if there left arm is off. They also have to drop there gun if there right arm is shot off. Please, I need to get this in source soon.
I think I've figured most of it out, I just need to know how to tie the Bodygroups in with LOD and how to link bodygroup change to Gibs. automerge..
Well if you figure out how it's done it'd be nice to know aswell. That kind of infomation could come in handy one day.
[QUOTE=ThePooch;27858819]I saw this in GTA 4 a lot of times, except it was the prop (headwear) instead of a gib.[/QUOTE] Those weren't part of the models, they were separate models attached to the peds.
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