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Post by secret on Oct 19, 2008 14:58:54 GMT 1
hello somehow the cg_gibs 0 command has no effect on q3mme anymore. I'd like to see the dead corpse instead of the exploding gibs. Is there any possibility to achieve that?
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Post by auri on Oct 20, 2008 0:16:44 GMT 1
I have no clue Nobody ever asked for that. If the corpse does not take too much damage then there will be no gibs. Like let's say the player gets to -2 health, then there will be a corpse. I don't know how to achieve that there will be no gibs at all.
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Post by secret on Oct 20, 2008 9:32:32 GMT 1
usually in q3 the command cg_gibs 0 makes sure no corpse explodes. if I remember right it worked for some older mme too... well, too bad not even removing the gib part from the fx script helped... grml maybe an idea for beta 27?
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Post by foksie on Oct 22, 2008 10:34:30 GMT 1
at most you can just remove the gibs, leaving you with a empty space.
as for having the model remain, i dont think that is doable in the new .fx script system.
it might be, if you can call the model override... but its a far fetch.
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vanq
Visitor
Posts: 4
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Post by vanq on Dec 6, 2008 5:45:01 GMT 1
I really dislike the new bloodtrail gibs effects which is present since mme version 1.6 (beta 26)
Could somebody tell me if there is a command to switch the gibs effect back to q3 standart, or what would be the code to enter in the "base_player.fx" to bring it back to standart effect?
something like:
//Explode the body into gibs //input: origin, velocity
....
Help would be greatly appreciated!
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Post by foksie on Dec 6, 2008 13:24:45 GMT 1
Try this, should look a bit better.
//Explode the body into gibs //input: origin, velocity player/gibbed { repeat 21 { //Huge list of different body parts that get thrown away modellist loop { models/gibs/abdomen.md3 models/gibs/arm.md3 models/gibs/chest.md3 models/gibs/fist.md3 models/gibs/foot.md3 models/gibs/forearm.md3 models/gibs/intestine.md3 models/gibs/leg.md3 models/gibs/leg.md3 models/gibs/skull.md3 models/gibs/brain.md3 }
//aim v0 in random direction, giving more height to upwards vector and scale add to velocity random v0 v02 v02+1 addScale parentVelocity v0 velocity 350 yaw 360*rand pitch 360*rand roll 360*rand emitter 5 + rand*3 { sink 0.9 50 moveBounce 800 0.6 anglesModel impact 50 { size 16 + rand*32 shader bloodMark decal alpha } distance 20 { //Slowly sink downwards clear velocity velocity2 -10 rotate rand*360 shader bloodTrail emitter 0.2 { moveGravity 0 alphaFade 0 rotate rotate + 10*lerp size 8 + 10*lerp sprite } } } } }
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vanq
Visitor
Posts: 4
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Post by vanq on Dec 6, 2008 21:19:46 GMT 1
This was exactly what i was looking for foksie! Thank you so much!
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