Hello
How can i prevent bodies fom dispear after some seconds? I want they stay on map 4ver... the same with dropped weap's and other stuff... like bulletholes? Nvm... i will lil' slow FPS, but first i ask is it possible?
how to prevent bodies dispear
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Rookie One.pl
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You can't make the bodies stay. I once made a hack around that by spawning animated models on players' deaths, but it required quite a lot of state machine tweaking, and there were some FX issues (e.g. the sound of the body hitting the ground was played twice, twice as much smoke sprites etc.).
Not worth the effort IMHO.
Not worth the effort IMHO.
Can you send me script? PleaaaseRookie One.pl wrote:. I once made a hack around that by spawning animated models on players' deaths, but it required quite a lot of state machine tweaking, and there were some FX issues (e.g. the sound of the body hitting the ground was played twice, twice as much smoke sprites etc.).
.
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$oldier Of Ra
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Scorpio midget made one:
Code: Select all
//
// Version 2
// Permanent Dead Bodies and Blood Trails
// Developed by ScorpioMidget
// Thanks to Poolmaster for helping me test it and find the bugs.
// 1st public release 22 Jul 2003
// Tested on MOHAA
// it might work on SH, i dunno
// Tested on obj_team1 ... 4 , all worked ok
//
// If you find any bugs, let me know what they are so i can releae a fixed verision
// scorpiomidget@hotmail.com
//
// FEEL FREE TO USE THIS SCRIPT, BUT PLEASE DONT REMOVE THIS HEADER !.
// IF YOU MAKE AMENDMENTS, JUST MAKE A NOTE OF THEM BELOW, THANK-YOU
//
// ----- change log -------
// V2 Released 23 Jul 2003
// ... Added in code so spectators can be ghosts ;)
// ... altered body code, so head isn't buried in ground
// V1 Released 22 Jul 2003
// ------------------------
//
// ----- How 2 use --------
// put this after 'level waittill spawn' in the main map script
// it spawns permanent dead bodies, and blood trails if player takes enough damage
// pass parameters <bodies> <blood> <health> <ghost_specators>
// where bodies = 0 or 1, blood = 0 or 1, health = health points below which blood is left as a trail, <ghost> = 0 or 1
// ------------------------
setup local.bodies local.blood local.health local.ghost:
if (local.health < 1 || local.health == NIL)
local.health = 50
if (local.ghost==NIL)
local.ghost=0
if (local.blood==NIL)
local.blood=0
if (local.bodies==NIL)
local.bodies=0
if (local.bodies==0 && local.blood==0)
end
if (level.deadbodies==1)
end
level.deadbodies=1;
// setup player scanner
for (local.p=1;local.p<=32;local.p++)
{
thread spawnstuff local.p local.bodies local.blood
if (local.ghost==1) thread spectator_ghost local.p
}
end
spectator_ghost local.p:
while (1)
{
while (local.p>$player.size)
waitframe
local.player = $player[local.p]
while (local.player==NULL || local.player.dmteam!="spectator")
waitframe
local.player hide
local.counter = 0
local.switchmode = 0.5
local.hidden = 1
while (local.player!=NULL && local.player.dmteam=="spectator")
{
wait .1
local.counter ++
if (local.counter>=local.switchmode)
{
if (local.hidden==1)
{
local.player show
local.hidden = 0
local.switchmode = randomint(1) + 0.2
}
else
{
local.player hide
local.hidden = 1
local.switchmode = randomint(5) + 2
}
local.counter=0
}
}
if (local.player!=NULL && local.player.dmteam!="spectator")
local.player show
waitframe
}
end
spawnstuff local.p local.bodies local.blood:
while (1)
{
restartspawndeadbodyloop:
while (local.p>$player.size)
waitframe
local.player = $player[local.p]
while (local.player == NULL || local.player.dmteam=="spectator")
waitframe
while (local.player!=NULL && IsAlive local.player)
{
if (local.player.dmteam == "specatator")
goto restartspawndeadbodyloop
if (local.blood==1)
thread spawnblood local.player
waitframe
}
if (local.bodies==1)
{
local.fx = local.player.brushmodel
// up a bit so head isn't buried in floor
local.o = local.player.origin + (0 0 5)
local.a = local.player.angles
local.a[0] = 90
// wait for the standard mohaa body to disappear
wait 12
// spawn a body
local.body = spawn script_model model local.fx
local.body.origin = local.o
local.body.angles = local.a
local.body notsolid
// make sure it's drops to floor in case we died midair
local.body droptofloor
// wait for drop
wait 3
// move up slightly so head isn't buried in floor ;)
local.o = local.body.origin
local.body.origin = local.o + (0 0 5)
}
}
end
spawnblood local.player:
if (local.player.bleading == 1)
end
thread debugtext "SPAWN BLOOD ! for player " local.player.entnum
local.player.bleading = 1
local.fx = "models/fx/barrel_oil_long.tik"
thread debugtext "BLOOD Model is " local.fx
local.lo = local.player.origin
for (local.b=0;local.b<=10;local.b++)
{
local.blood[local.b] = spawn script_model model local.fx
local.blood[local.b].targetname = local.targetname
local.blood[local.b] hide
local.blood[local.b] notsolid
}
local.b = 0
while (IsAlive local.player)
{
while (local.player!=NULL && local.player.health > 50)
wait .1
if (local.player==NULL)
break
if ((IsAlive local.player) && (local.player.origin != local.lo))
{
local.player iprint ("You are bleeding !")
local.b = local.b + 1
if (local.b > 10)
local.b = 1
local.targetname=("blood_" + local.b)
local.blood[local.b].origin = local.player.origin
local.a = local.player.viewangles
local.a[2] = 0
local.blood[local.b].angles = local.a
local.blood[local.b].scale = randomint (8) + 8
local.blood[local.b] show
local.lo = local.player.origin
wait 1
}
waitframe
}
for (local.b=1;local.b<=local.blood.size;local.b++)
{
if (local.blood[local.b] != NULL)
local.blood[local.b] remove
wait 1
}
local.player.bleading = 0
end
// text only output if debug mode is turned on
debugtext local.text:
if (level.debug == 1)
println ("DEBUG DeadBodiesAndBlood: [" + parm.previousthread + "] > " + local.text)
end
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:

