OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

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FALX said:
Horla,  answer the question, in what places and where you added that part of triggers ?

Well, in fact I realized I didn't put those calls in others scripts of the module_mission_templates. I tried to add them into custom battle and main campain battle, it now works perfectly. Obviously, now that the calls are made, everything works. I just didn't know that you had to call them in specific scripts. One more thing I learned today :razz:

FALX, thank you !
 
can i please have your source for the gangs of gaslow dismemeber mod? I wish to mess with it and combine it with fire arrow

and how do you add this so all units can lose an arm ? i want it for all troops
 
Specialist said:
Brozakbimm said:
how to add dismember to all troops? not just the ones provided?
You can, but it will take a ton of work. Work which you'd have to do by yourself most likely.

yeah i got my answer somewhere else, turns out that one of the arms is a complex prop....

but in that regard, I'd simply create a prop arm troop, and prop arm holding body for each model I'd need?

but the armor won't conform to it will it? Do I need to make special prop armor for each prop troop for it to look right when the arm is whacked off?
 
Brozakbimm said:
yeah i got my answer somewhere else, turns out that one of the arms is a complex prop....

but in that regard, I'd simply create a prop arm troop, and prop arm holding body for each model I'd need?

but the armor won't conform to it will it? Do I need to make special prop armor for each prop troop for it to look right when the arm is whacked off?
Right. and right. You would need to make the body armor for each troop so that if the prop/shield arm gets lobbed off, it looks normal.
 
Link still works for me, but I'll be uploading a revised version of the OSP pack (with more frequent decaps) to the Moddb and the Nexus soon. 

Links to an easily playable version, adding frequent decaps and dismemberment to Warband Native, have been added to the first page. 

The fully playable version is installed like any other Warband mod, but you must be patched up to 1.143 or later.

Have fun.

Remember to thank Davee for this rather than me, since he did the highly satisfying beheadings.
 
by cutting off the head is an error
0_922fc_5179ce12_orig

0_922fb_fdbe371c_orig
 
I do have script errors too when cutting heads off during the main campaign battles. However it works perfectly during quick battles and everywhere else I put the triggers (siege, village fight, ...).
 
Firstly thanks for writer ·s hard working ,we both like it just for bleeding , downloading for my fortunatly

i cant put it in my computer,just some error in it that Unable to open the address, begged for writer send the

DMK_Preview.zip  to my Email ,thanks very much。 [email protected]

(forgive me for my worthest Eng)
 
oh god i find it finnaly !

thx for Doktor_e5 `s DP address

perfect i can use it in to my pendor s mod !
 
hello...can someone help me? I I play this module and it work well, and now I want my own mod have decapitated mod it self. I search the web and find this code on wiki, I put it right after pilgrim disguise in module_mision_template.py  just like this:

pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

decap_mod_common =  (ti_on_agent_hit, 0, 0, [],
    [
    (store_trigger_param_1, ":agent"),
(agent_is_human, ":agent"),
    (store_trigger_param_3, ":damage"),
(ge, ":damage", 30), # Strong blow
(store_agent_hit_points, ":hp", ":agent", 1),
(val_add, ":hp", 5),
(ge, ":damage", ":hp"), # Damage > HP + 5 (account for armour soak)
(agent_get_position, pos1, ":agent"),
(get_distance_between_positions, ":distance", pos1, pos0),
(is_between, ":distance", 160, 176), # If neck hit
(agent_get_item_slot, ":item", ":agent", 4),
(try_begin),
    (ge, ":item", 1),
(agent_unequip_item, ":agent", ":item"),
(try_end),
(agent_equip_item, ":agent", "itm_invisible_head"), # Replace with invisible head
(particle_system_burst, "psys_game_blood_2", pos1, 150), # Blood
(set_spawn_position, pos1),
(spawn_scene_prop, "spr_physics_head"), # Flying head, SP only
]),

and this on module_scene_props.py  above  ("ctf_flag_kingdom_1", sokf_moveable|sokf_face_player, "ctf_flag_kingdom_1", "0", []),
:

  ("spr_physics_head",sokf_moveable|sokf_dynamic_physics,"head","bo_bo_cut_off_head", [
(ti_on_init_scene_prop,
[
  (store_trigger_param_1, ":prop_instance_no"),
  (set_fixed_point_multiplier, 100),
  (position_set_x, pos0, 2500), #mass=25.0
  (position_set_y, pos0, 80), #friction coefficient = 0.8
  (position_set_z, pos0, 0), #reserved variable
  (prop_instance_dynamics_set_properties, ":prop_instance_no", pos0),
  (position_set_x, pos0, 0),
  (position_set_y, pos0, 0),
  (position_set_z, pos0, 10000),
  (prop_instance_dynamics_set_omega, ":prop_instance_no", pos0), #spin around fast
  (position_set_x, pos0, 0),
  (position_set_y, pos0, 0),
  (position_set_z, pos0, 10000),
  (prop_instance_dynamics_apply_impulse, ":prop_instance_no", pos0), # and jump
]),
]),

and then I put common_decap_mod in almost  every battle  in module_mission_template.py. I already have brf and dds from decap mod, I put it on the right place, I made 1 item invisible head. also put load_mod_resource in module.ini.
but when I compile module system, it show  error. tuple index out of range followed by many warning variable never used.

next I copy and paste the whole first code in every battle in module_mission_template, compile it and got only 2 error "unable to find object : spr_physics_head". and " illegal identifier : spr_physics_head"
next I disable these two code:  (set_spawn_position, pos1),
                                  (spawn_scene_prop, "spr_physics_head"), # Flying head, SP only
compile it and no error. so I test the game and manage to cut some head and you might figure it already...no head rolling down.
I have no Idea how to make this  spr_physics_head work. I search DecapitateandDismember mod file but still can find it. did I miss something here?  I will really appreciated  if anyone could help me here...and sorry for my bad English.
 
сделайте пожалуйста  обезглавливание под  мод пророчество пендор очень надо плиз
 
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