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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Limb-Blowing off Nades
TheDarkPoster~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Friday, Dec. 13, 2002 09:45 am
Is it possible to make grenades that blow off limbs like a shotgun...but still use the cool explosion schockwave death animations?
If yes...how? Ok i now understand this mod-sp-via-text thing...still i dont have any idea how to make those grenades...and to add more spice to it...is it possible to blow limbs off and 'emit' glasslike shards like shrapnel? u know what i mean  :s25:  frag nades heh...

A bow would be cool too ...i like the knifes sticking in objects..arrows would rock...

Oh and about Entities...isn't it possible to make limbs 'numb' when shot? Like ragdoll...hanging down...but the healthy parts are still operable...that would be really cool...and make those soldiers less rambo-ish....if i would catch a bullet with my shoulder or stomach...i would certainly not continue attacking ...i guess i would writhe in agony rolling on the floor ...barely able to move...slowly dying and breathing hard...
that would add some athmosphere...one or two dead guys and one in the middle still living but bleeding to death,and scared like ####

hmm i really wanna do this...but thats prolly too much to handle...

so ...how about those limbnades :s5:

Edit: oh i forgot to mention...please...tell me how i can change (if thats possible anyway) that ents are ...'alive' even when dead...i mean...if you shoot a living ent...blood will squirt out of the exit wound making a nice splat....but once dead...no more...why?
give those ents a little afterlife...like 5 secs to let them bleed out...sof is gory..true...but wounds dont stop bleeding that fast...
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krekits~rb
General Member
Since: Dec 23, 2006
Posts: 3
Last: Dec 23, 2006
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Level 0
Category: SoFII Mapping
Posted: Friday, Dec. 13, 2002 03:06 pm
Don't know how to accomplish what you're asking, but it seems you're focusing a bit much on the gore effects rather than the actual SP mapping.
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TheDarkPoster~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Saturday, Dec. 14, 2002 05:26 am
Thats right...i dont want to map...i want to MOD and not only gore, gameplay too...Then don't call the SDK SDK call it maptool collection or something...skinning and mapping is not really modding ...imho...
Is this forum-section for real?
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Dec. 18, 2002 04:58 am
DarkPoster,

Thanks for the interest, but you won't be able to change too much of how grenades blow off bits of their targets... most of that is in the SP code which is not released.

--mech
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TheDarkPoster~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Wednesday, Dec. 18, 2002 10:02 pm
i kinda figured that out myself  :s20:  *cough* i kinda got into a rush*cough*

well is there any way to make more pain sounds?

too bad that there ain't no option to make singleplayer use mp code...

or a neverwinter nights hak pak like thingie...
wich accepts changes in optional code parts like weapons and stuff
and keeping the kewl secret stuff safe...
you know...like a module thats loaded into sp and is compiled on the fly...or via vm...
that way you wouldnt have to make this text based editing thingie...
and modders would have a lot more possibilities...
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Friday, Dec. 20, 2002 02:37 pm
There is plenty you can do without the SP code.  Most of the finer points of weapon behavior, NPC behavior and script behavior are in text files.  These external text files are parsed in at level load and the SP code uses this information.  So, yes, you can add in more pain sounds- by adding the callbacks in the .frames file.
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TheDarkPoster~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Friday, Dec. 20, 2002 07:53 pm
yeah I'm getting into it...thx...its just a bit 'strange' when you're used to q3a modding hehe
But I love EffectsEd :s4: ShaderEd doesn't work for me...but I think that's my fault :p

Yet it is funny to look for something to edit ...just to find out that it is not 'there' to edit hehe
MP is cool...but SP  has more 'charme' potential

You create 'sidekicks' via Radiant right?
Like the ones used in Demolition RMG or Colombia Jungle...

I can do it *fight*  :s5:
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AcousticToad~rb
General Member
Since: Dec 23, 2006
Posts: 42
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Sunday, Dec. 22, 2002 08:59 pm
A bow would be wuite easy to make if you had a model for the arrow and the bow itself, i made a knife launcher from just the sof2.wpn file, quite funny too.
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TheDarkPoster~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Friday, Dec. 27, 2002 02:31 pm
Quote (mechanodroid @ Dec. 20 2002, 3:37 pm)
There is plenty you can do without the SP code.  Most of the finer points of weapon behavior, NPC behavior and script behavior are in text files.  These external text files are parsed in at level load and the SP code uses this information.  So, yes, you can add in more pain sounds- by adding the callbacks in the .frames file.

Oh I forgot to say something about that...
I think its obsolete but hehe..
When I said a hakfile like module that accepts code..I meant
the actual sourcecode...you wouldn't have to release all of the SP code...just some files like the weapon.cpp files
No big internal stuff ...a small 'vm' cluster that could be loaded in SP ...or not...
IMHO I don't see any problems with that   :s10:
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Saturday, Jan. 25, 2003 05:55 am
Problem is Raven would have to totally redesign the way the program flow is done... A game really has to be made with modibility in mind from the start, which raven has delivered for singleplayer through the many files you can edit. Mp is able to have its own SDK because it has a separate EXE, and isn't reliant on other subsystems like the AI system, ect...

(At least this is how I understand it to work)
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