Dead Bodies: Difference between revisions
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To create a dead body in your mission where there isn't an existing ragdoll, here are two methods: | |||
==by killing an AI at map start== | |||
Create entity > darkmod > ragdoll then select the one you want. Place it approximately where you want it to fall. You can't pose it like in Thief as far as I know so it falls like a ragdoll. | Create entity > darkmod > ragdoll then select the one you want. Place it approximately where you want it to fall. You can't pose it like in Thief as far as I know so it falls like a ragdoll. | ||
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Though, you can move it around in-game (use cvar g_dragEntity 1), and then use the saveRagdolls console command to write the ragdoll position out to the map file. | Though, you can move it around in-game (use cvar g_dragEntity 1), and then use the saveRagdolls console command to write the ragdoll position out to the map file. | ||
If a ragdoll doesn't exist (for example, animals), | If a ragdoll doesn't exist (for example, animals/bots), one solution is to kill the AI at map start. | ||
# Create the appropriate entity | # Create the appropriate entity | ||
# Add "Target" spawnarg to that entity from any worldspawn brush or patch (control k doesn't work with worldspawn, have to type it manually...now all worldspawn show the entity as target) | # Add "Target" spawnarg to that entity from any worldspawn brush or patch (control k doesn't work with worldspawn, have to type it manually...now all worldspawn show the entity as target) | ||
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# Add a "Response Effect" of "Kill", selecting the entity name as the target | # Add a "Response Effect" of "Kill", selecting the entity name as the target | ||
Note the entity will go through the death anim, so don't have the player start be in earshot at start. | Note the entity will go through the death anim, so don't have the player start be in earshot at start. | ||
==by creating a new def file to include with FM== | |||
Copy/paste the following into a .def file saved in the def folder of your FM. Substitute "whatever" with your actual item (horse, lanternbot, whatever). | |||
entityDef atdm:env_ragdoll_whatever | |||
{ | |||
"inherit" "atdm:env_ragdoll_base" | |||
"editor_displayFolder" "Ragdolls/Bodies" | |||
"editor_ragdoll" "1" | |||
"editor_usage" "Ragdoll for whatever" | |||
"bleed" "1" | |||
"sleep" "1" | |||
"smoke_wound_flesh" "bloodwound.smoke" | |||
"model" whatever's model within quotation marks | |||
"articulatedFigure" I used the same as model, not sure where to get this | |||
"snd_bounce" copy same sound from whatever (again in quotes) | |||
} | |||
[[Category:Editing]] | [[Category:Editing]] |
Revision as of 03:23, 22 January 2014
To create a dead body in your mission where there isn't an existing ragdoll, here are two methods:
by killing an AI at map start
Create entity > darkmod > ragdoll then select the one you want. Place it approximately where you want it to fall. You can't pose it like in Thief as far as I know so it falls like a ragdoll.
Though, you can move it around in-game (use cvar g_dragEntity 1), and then use the saveRagdolls console command to write the ragdoll position out to the map file.
If a ragdoll doesn't exist (for example, animals/bots), one solution is to kill the AI at map start.
- Create the appropriate entity
- Add "Target" spawnarg to that entity from any worldspawn brush or patch (control k doesn't work with worldspawn, have to type it manually...now all worldspawn show the entity as target)
- Setup a "Trigger" response via the entity Stim/Response panel
- Add a "Response Effect" of "Kill", selecting the entity name as the target
Note the entity will go through the death anim, so don't have the player start be in earshot at start.
by creating a new def file to include with FM
Copy/paste the following into a .def file saved in the def folder of your FM. Substitute "whatever" with your actual item (horse, lanternbot, whatever).
entityDef atdm:env_ragdoll_whatever { "inherit" "atdm:env_ragdoll_base" "editor_displayFolder" "Ragdolls/Bodies" "editor_ragdoll" "1" "editor_usage" "Ragdoll for whatever" "bleed" "1" "sleep" "1" "smoke_wound_flesh" "bloodwound.smoke" "model" whatever's model within quotation marks "articulatedFigure" I used the same as model, not sure where to get this "snd_bounce" copy same sound from whatever (again in quotes) }