Hey mate. How can i make weapons appear when i do NageWazaBackBegin? I saw that you mentioned by having a weapon show the animation needed a specific kind of weapon. I've tried just turning ShowWeapons(0); to on, but that didnt work. Not even the front knife (small knife) animations would show a simple knife. Any function or code im missing?
Also, how do you find these functions that arent used where you use them, like the DealDamage(0, 1,"finisher_kill_ragdoll@sync_action_damage_presets.scr"); ?
The finishers were designed to play based off of what weapon you are currently wielding, however, for now, the game doesn't recognize this because the entire finisher script is disabled, and what I've done is replaced the grapple to one specific finisher animation. The only finisher that I have found that does NOT use any sort of weapon is the neck snap. This one is easy to make it look good as you quite literally don't need a weapon for it and because of that there's almost no bugs with it.
In the case of finishers that use a weapon in their animations, though, is a different story. There were like 2-3 different finishers depending on your weapon (whether it's a one-handed machete/blunt weapon, or 2-handed axe.) The finisher would play no matter what weapon you're holding in this mods' case, even if you're unarmed, actually. That's why I decided to not replace it with the grapple skill, because that's just a waste of time right now. It just looks awful, unless you wield the specific weapon required.
I found the damage function in sync_action_finishers.scr
I will never understand TL's decision not to use these... I get that it "was too overpowered" but it's a waste of so many good, fun animations. Good work bringing them back, excited to see new versions of this mod.
hi everyone, who can help me pls - i want to made strong fists punches - so that the opponent would fly away from the punch... well, or at least the blows were thrown away by opponents like a kick
The takedown pack only works on humans because its kind of tedious having to recode it for all the infected and i kinda gave up on it for now the back grapple should work on both though
all you have to do is copy paste these lines of code.
ExtendState("End_Knife") { Animation(0, "m_fpp_syncaction_takedown_standing_attacker_front_01"); Animation(1, "m_hmf_syncaction_takedown_standing_victim_front_01", 0.2); } its really easy and it works for me on biters and stuff.
This is only the single state of the animation, theres also transitions, extra code to prevent it from getting interrupted in combat, and i also have to do it for like 10 finishers for both virals and biters
Aside from eventually (if at all) adding them as standalone extras alongside the vanilla, which would be AWESOME... Is there a way to add blood effects on these? Pretty much all of them seem to be missing blood/impact fx where it clearly should appear. Would make them all look perfect!
Yes, I tried that yesterday, but after checking out the vanilla stab takedown files, they dont have any blood effects assigned, meaning theyre probably assigned somewhere else. They did have blood decals though, but when i tried adding them in, they didnt work, either because i dont know how, or they dont work
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Also, how do you find these functions that arent used where you use them, like the DealDamage(0, 1,"finisher_kill_ragdoll@sync_action_damage_presets.scr"); ?
The finishers were designed to play based off of what weapon you are currently wielding, however, for now, the game doesn't recognize this because the entire finisher script is disabled, and what I've done is replaced the grapple to one specific finisher animation.
The only finisher that I have found that does NOT use any sort of weapon is the neck snap. This one is easy to make it look good as you quite literally don't need a weapon for it and because of that there's almost no bugs with it.
In the case of finishers that use a weapon in their animations, though, is a different story. There were like 2-3 different finishers depending on your weapon (whether it's a one-handed machete/blunt weapon, or 2-handed axe.) The finisher would play no matter what weapon you're holding in this mods' case, even if you're unarmed, actually. That's why I decided to not replace it with the grapple skill, because that's just a waste of time right now. It just looks awful, unless you wield the specific weapon required.
I found the damage function in sync_action_finishers.scr
the back grapple should work on both though
ExtendState("End_Knife")
{
Animation(0, "m_fpp_syncaction_takedown_standing_attacker_front_01");
Animation(1, "m_hmf_syncaction_takedown_standing_victim_front_01", 0.2);
}
its really easy and it works for me on biters and stuff.