Documentation
Readme
View as plain text
Customizable Death System
version 1.10
2012 Feb 11 v1.1
2011 July 10 v1.0
by The Magus AKA Henesua
[email protected]
This ERF includes five scripts, and six placeables. For the placeables, see the templates titled "Bleed 1" etc... in the placeables palette under Custom : Battlefield.
The purpose of this system is to extend tom banjo's death system so as to be customizable and behave differently when no one is available to rescue the character. While working on a single player module, I found that in certain areas, and when the PC is killed by certain opponents, I wanted to launch specially scripted cutscenes and otherwise highlight these dramatic moments - perhaps even spare the main character for story reasons. This system enabled me to do that. You can specify the custom death script to run, by setting a local string on a particular NPC or Area. Should that NPC kill or mortally wound the PC, then their custom death or dying script will run in place of the default behavior. See the scripts for more
Note on custom placeables:
The bloodstain placeables "Bleed 1" "Bleed 2" etc... were created with art assets from Project Q. If you do not have Project Q, do not despair, the script system does not use these placeables right out of the box. If you do have Project Q or have added other custom bloodstain content to your module, you are encouraged use those resources. To take advantage of them, once you have the appearances of the bloodstains to your liking, search for "Project Q" in these scripts and follow the instructions there. Some code will need to be commented out, and one line in the death script subequently uncommented.
Credit:
this system extends elements of the old hcr (as used in the old PW Vives) as well as tom banjo's death system. However, I have not incorporated TB's loot and pillage code. I felt that these behaviors were better specified in the AI of the killers.
Instructions:
Setting up a module and testing the system:
1. Open a module
2. Import this ERF into the module
3. Edit Module Properties
a. Click "Events"
b. Adjust the "OnPlayerDeath" field to read "_mod_death"
C. Adjust the "OnPlayerDying" field to read "_mod_dying"
d. Adjust the "OnPlayerHeartbeat" field to read "_mod_heartbeat"
4. Save
Changes:
V1.1
1. Added _mod_heartbeat to catch when a player is damaged. Players with less than 1 hitpoint will no longer remain stabilized when damaged.
2. Changed two execute scripts to call _ex_dying instead of ag_ex_dying. (Sorry! I accidentally left this in when exporting this system from a module I was working on.)