Time ago I thought it wasn't possible, but... (from our site) "Today, an old aspiration of mankind, or at least of us, mohaa players, has been acomplished. The 1936 is proud to bring you the first mod which properly makes the bodies of dead players to stay in place for the duration of the round. Yes, we know it was done before -by scorpiomidget-, but in our version bodies stay in the appropiate position (in the scorpio's one every dead body looked the same, and it was not a pose corresponding to death animations). In order to avoid a performance decrease on lower machines, it will be running on non-respawn modes only. Since it's a server-side mod, it's already running on the Official server, but it will not be publicly available until the next official release of 1936. If you're admin of a 1936 server and you're interested in adding it to your server, mail me or post a comment here."
yochoy, i have 2 questions 1.- is this only for BT? .... 2.- could be any secondary problem such us lag? saludos, Herr_Kruger
1.- Currently it's for BT, of course, but it can be replicated on Mohaa/Spearhead, nothing special to it. 2.- I'm not sure, but it's very possible, specially in 1936 since bodies have a lot of gear on them and weapons do also stay in place on non-respawn games (that's why it's disabled on respawn games, see the post ). It can be modified to work on any gametype, by the way. A mandar, YoChoy P.D.: Sorry for mispelling your name on a previous post, I thought you were klaus, our chilean friend. You know, a german nickname is a german nickname after all... Sorry
hehe no problemo amigo, well, in that case, i am looking forward to test it on 1936 ...and of course i am even eager to try it (or adapt) on mohAA, this little weakness of mine. Anyway, i always liked this mod, keeps adding realism to the game, which is one of the things i look after in a mod. many saludos, Herr_Kruger
Then wait to see our medic implementation... I'm still polishing details of the idea, more on this later...
Nice work... how did you get the bodies to spawn in the right pose? I was trying to do this when I started the Freeze-Tag mod because originally I was going to make it more like a medic mod, but I couldn't get it to spawn a body in the same exact spot and pose as the dead player's body.
Basically, you intercept the player at the moment of death, replace it with an actor, and play the appropiate death on him (actors are not removed after death, see single player game) Once the next version of the mod is released everyone will be able to tear it apart to see how it's done Regards, YoChoy
Yes i would like to run this mod for my server on spearhead, but of course there would be lagg on the server when im on it ill be kickin ass dead bodies everywhere :lol: !
Awesome, i been looking for this for years... is somebody working to make this for AA? If not... ill give it a go.
It's fairly easy to do but don't think its posible without a statefile edit. have a look at the killed state then you will see how to determine how the player died. with that info exec a script to hide the player spawn a model and play the correct anim.
ok.. well here is an edited killed state i ripped out of one of my old mods.. Code: //============================================================================== // // Death // //============================================================================== //ok rescript whole death thing to re-enable revive mode. state KILLED { movetype anim entrycommands { nextpaintime -1 // allow all pain calls to work properly for death anim selection } states { EXPLOSION_KILLED : PAIN_TYPE "explosion" EXPLOSION_KILLED : PAIN_TYPE "grenade" EXPLOSION_KILLED : PAIN_TYPE "rocket" KILLED_GENERIC : default } } state KILLED_GENERIC { states { KILLED_RUNNING : FORWARD_VELOCITY "130" KILLED_CROUCHING : POSITION_TYPE "crouching" KILLED_STANDING : default } } state KILLED_RUNNING { states { DEATH_KNOCKEDUP : PAIN_DIRECTION "front" PAIN_THRESHOLD "50" CHANCE "30" DEATH_CHEST : PAIN_DIRECTION "front" PAIN_THRESHOLD "50" DEATH_RUN : default } } state DEATH_KNOCKEDUP { action { death_knockedup : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_knockedup" } } state DEATH_CHEST { action { death_chest : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_chest" } } state DEATH_RUN { action { death_run : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_run" } } state KILLED_CROUCHING { states { DEATH_FRONTCROUCH : PAIN_DIRECTION "rear" RIFLE_PAIN_KNEESTODEATH : default } } state DEATH_FRONTCROUCH { action { death_frontcrouch : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_frontcrouch" } } state RIFLE_PAIN_KNEESTODEATH { action { rifle_pain_kneestodeath : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "rifle_pain_kneestodeath" } } state KILLED_STANDING { states { KILLED_LOWER_TORSO : PAIN_LOCATION "pelvis" KILLED_LOWER_TORSO : PAIN_LOCATION "torso_lower" KILLED_UPPER_TORSO : PAIN_LOCATION "torso_mid" KILLED_UPPER_TORSO : PAIN_LOCATION "torso_upper" KILLED_NECK : PAIN_LOCATION "neck" KILLED_HEAD : PAIN_LOCATION "head" KILLED_HEAD : PAIN_LOCATION "helmet" KILLED_RIGHT_ARM : PAIN_LOCATION "r_arm_upper" KILLED_RIGHT_ARM : PAIN_LOCATION "r_arm_lower" KILLED_RIGHT_ARM : PAIN_LOCATION "r_hand" KILLED_LEFT_ARM : PAIN_LOCATION "l_arm_upper" KILLED_LEFT_ARM : PAIN_LOCATION "l_arm_lower" KILLED_LEFT_ARM : PAIN_LOCATION "l_hand" KILLED_LEG : PAIN_LOCATION "r_leg_upper" KILLED_LEG : PAIN_LOCATION "r_leg_lower" KILLED_LEG : PAIN_LOCATION "r_foot" KILLED_LEG : PAIN_LOCATION "l_leg_upper" KILLED_LEG : PAIN_LOCATION "l_leg_lower" KILLED_LEG : PAIN_LOCATION "l_foot" KILLED_UPPER_TORSO : default } } state KILLED_LOWER_TORSO { states { DEATH_BACK : PAIN_DIRECTION "front" CHANCE "60" DEATH_KNOCKEDUP : PAIN_DIRECTION "rear" CHANCE "35" DEATH_RUN : PAIN_DIRECTION "rear" CHANCE "70" DEATH_CROTCH : CHANCE "60" DEATH_CHEST : default } } state DEATH_BACK { action { death_back : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_back" } } state DEATH_CROTCH { action { death_crotch : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_crotch" } } state KILLED_UPPER_TORSO { states { DEATH_BACK : PAIN_DIRECTION "front" CHANCE "60" DEATH_KNOCKEDUP : PAIN_DIRECTION "front" CHANCE "20" DEATH_RUN : PAIN_DIRECTION "rear" CHANCE "40" DEATH_FRONTCHOKE : CHANCE "30" DEATH_SHOOT : CHANCE "60" DEATH_CHEST : default } } state DEATH_FRONTCHOKE { action { death_frontchoke : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_frontchoke" } } state DEATH_SHOOT { action { death_shoot : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_shoot" } } state KILLED_NECK { states { DEATH_FRONTCHOKE : CHANCE "50" DEATH_CHOKE : default } } state DEATH_CHOKE { action { death_choke : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_choke" } } state KILLED_HEAD { states { DEATH_BACK : PAIN_DIRECTION "front" CHANCE "50" DEATH_HEAD_FLYFORWARD : PAIN_DIRECTION "rear" CHANCE "30" DEATH_HEADPISTOL : CHANCE "20" DEATH_TWIST : CHANCE "25" DEATH_FALL_TO_KNEES : CHANCE "50" DEATH_SHOOT : CHANCE "33" DEATH_COLLAPSE : default } } state DEATH_HEAD_FLYFORWARD { action { death_head_flyforward : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_head_flyforward" } } state DEATH_HEADPISTOL { action { death_headpistol : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_headpistol" } } state DEATH_TWIST { action { death_twist : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_twist" } } state DEATH_FALL_TO_KNEES { action { death_fall_to_knees : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_fall_to_knees" } } state DEATH_COLLAPSE { action { death_collapse : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_collapse" } } state KILLED_RIGHT_ARM { states { DEATH_TWIST : PAIN_DIRECTION "rear" CHANCE "50" DEATH_FALL_BACK : CHANCE "30" DEATH_SHOOT : CHANCE "50" DEATH_CHEST : default } } state DEATH_FALL_BACK { action { death_fall_back : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_fall_back" } } state KILLED_LEFT_ARM { states { DEATH_TWIST : PAIN_DIRECTION "front" CHANCE "50" DEATH_FALL_BACK : CHANCE "30" DEATH_SHOOT : CHANCE "50" DEATH_CHEST : default } } state KILLED_LEG { states { DEATH_KNOCKEDUP : PAIN_DIRECTION "rear" CHANCE "50" DEATH_FALL_BACK : CHANCE "25" DEATH_SHOOT : CHANCE "33" DEATH_FALL_TO_KNEES : CHANCE "50" DEATH_CHEST : default } } state EXPLOSION_KILLED { action { death_explosion_large : PAIN_THRESHOLD "150" death_explosion_back : PAIN_DIRECTION "front" death_explosion_left : PAIN_DIRECTION "left" death_explosion_right : PAIN_DIRECTION "right" death_explosion_small : default } states { DEATH_EXPLOSION_LARGE : PAIN_THRESHOLD "150" DEATH_EXPLOSION_BACK : PAIN_DIRECTION "front" DEATH_EXPLOSION_LEFT : PAIN_DIRECTION "left" DEATH_EXPLOSION_RIGHT : PAIN_DIRECTION "right" DEATH_EXPLOSION_SMALL : default } } state DEATH_EXPLOSION_LARGE { action { death_explosion_large : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_explosion_large" } } state DEATH_EXPLOSION_BACK { action { death_explosion_back : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_explosion_back" } } state DEATH_EXPLOSION_LEFT { action { death_explosion_left : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_explosion_left" } } state DEATH_EXPLOSION_RIGHT { action { death_explosion_right : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_explosion_right" } } state DEATH_EXPLOSION_SMALL { action { death_explosion_small : default } states { DEATH_DONE : ANIMDONE_TORSO } entrycommands { exec global/dead_body.scr "death_explosion_small" } } state DEATH_DONE { movetype anim entrycommands { model fx/dummy.tik dead } } state REVIVAL { movetype absolute states { REVIVAL : +USE } } now create the script: Code: global/dead_body.scr containing this: Code: main local.anim: local.body = spawn animate origin self.origin model self.model local.body anim local.anim end just wrote that in here so it is untested..