Hi to all, I was wondering if it's possible to add more damage types related to new types of target in the skin file.
It's possible to have something like DamageTypeWithTheSilver = DAMAGETYPE_THESILVER; at the end of a projectile .txt for example?
So if the character skin file is like this:
[Target]
{
[General]
Name = "Torso";
Type = TARGET_THESILVER;
NoPenetrationMultiplier = MULTIPLIER_DEFAULT;
FullPenetrationMultiplier = MULTIPLIER_DEFAULT;
Material = "character";
[Bone] Name = "Bip01 L Clavicle";
[Bone] Name = "Bip01 R Clavicle";
[Bone] Name = "Bip01 Neck";
[Bone] Name = "Bip01 Spine1";
[Bone] Name = "Bip01 Spine";
[Bone] Name = "Bip01 Pelvis";
}
the damage THESILVER is played when shooting to the Torso.
Nope Pretty much all animations ingame are hardcoded in the engine, so what u see in the male player and male.txt female etc all those u can find animations in, are the only ones u can use but there are like 11 damage types, 2 wich is been scripted to use the verysmalldamage animation so u should be able to find something that should work
Nope Pretty much all animations ingame are hardcoded in the engine, so what u see in the male player and male.txt female etc all those u can find animations in, are the only ones u can use but there are like 11 damage types, 2 wich is been scripted to use the verysmalldamage animation so u should be able to find something that should work
Ah ok, thanks.
And about the RANDOMDEATH 1/2/3/4 and SHOTGUNDEATH/2 that are reverted to POSE, it's possible to use them?