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Author Topic: [0.34.11] Necromorphs! 0.2 a mod based on Dead Space [DEAD]  (Read 8888 times)

Cheesoburgor

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Necromorphs! 0.2
Download
Changelog
Spoiler (click to show/hide)
Suggestions are Always welcome!!!
Reply if you find any bugs

« Last Edit: November 03, 2012, 05:30:00 pm by Cheesoburgor »
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Hugo_The_Dwarf

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Re: Necromorph mod (help needed)
« Reply #1 on: July 13, 2012, 12:10:51 pm »

does all the limbs have to be removed to kill these?
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Cheesoburgor

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Re: Necromorph mod (help needed)
« Reply #2 on: July 13, 2012, 12:14:04 pm »

does all the limbs have to be removed to kill these?
yes but due bug they can be killed by removing head or targeting torso with huge force cutting it in half causing insta kill
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Hugo_The_Dwarf

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Re: Necromorph mod (help needed)
« Reply #3 on: July 13, 2012, 12:19:21 pm »

does all the limbs have to be removed to kill these?
yes but due bug they can be killed by removing head or targeting torso with huge force cutting it in half causing insta kill

Is it special kill conditions? for the removed limbs? or more of stab it until dead?
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Cheesoburgor

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Re: Necromorph mod (help needed)
« Reply #4 on: July 13, 2012, 12:55:41 pm »

does all the limbs have to be removed to kill these?
yes but due bug they can be killed by removing head or targeting torso with huge force cutting it in half causing insta kill

Is it special kill conditions? for the removed limbs? or more of stab it until dead?
the 2nd one :P
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NineFourEightSeven

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #5 on: July 13, 2012, 01:45:18 pm »

Do they have that extra pair of bladed arms with a [THOUGHT] token in the bodypart?

And you can make beheading not work by having a custom head with no [HEAD] tag
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #6 on: July 13, 2012, 01:49:10 pm »

Do they have that extra pair of bladed arms with a [THOUGHT] token in the bodypart?

And you can make beheading not work by having a custom head with no [HEAD] tag
1. currently no but im going to add ones for sure
2.are you sure that it doesen't cause anything ''unexpected''?
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NineFourEightSeven

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #7 on: July 13, 2012, 01:52:10 pm »

Go check out the Holistic Spawn mod, the Greater Spawn don't die from being beheaded for the same reason.
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #8 on: July 13, 2012, 01:58:55 pm »

You can have many heads I believe. Since a HEAD part is something that the AI desires to hit all "KILL" limbs should be HEAD
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #9 on: July 13, 2012, 02:05:03 pm »

You can have many heads I believe. Since a HEAD part is something that the AI desires to hit all "KILL" limbs should be HEAD
im pretty new with new bodyparts could you post an example of limb with head tag
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #10 on: July 13, 2012, 02:31:17 pm »

Code: [Select]
[BODY:BASIC_3PARTARMS_HEAD_HANDS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][HEAD][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][HEAD][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]

altered a vanilla BP plan, altho oddies here is that if you use vanilla 2EYES these hands will get eyes, mouths, cheeks, ears, noses, etc...
So it's better to go all custom if you go that route

But you can just change [HEAD] to [THOUGHT] the only oddity you might find is that the creature may get knocked out for a few mins if that limb is damaged/removed. need farther testing.
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #11 on: July 13, 2012, 02:38:10 pm »

so now i need make new bodyparts and add head tags to all of them and then place them into every creature's file
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #12 on: July 13, 2012, 02:39:40 pm »

i hate it when i have to ask more experienced modders how to make things  :-[
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #13 on: July 13, 2012, 02:41:45 pm »

well, depending on how custom you want. I have about 4-5 body plans for different automations, 3-4 for special case monsters. 2 for naturally clothed/armored mosnters.

haha it's ok also I'm working on a "Project: Modder's Resource"

check it out and ask some FAQs
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NineFourEightSeven

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #14 on: July 13, 2012, 03:13:31 pm »

Ha, I spent way too long figuring this out, Hugo already got you an answer, but this is my own solution, it might be a little more true to the game.

Ready to be dropped into its own file and slapped onto a humanoid.
Code: [Select]
body_necromorph

[OBJECT:BODY]

[BODY:HUMANOID_NECROMORPH]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RLA1:right blade:STP][CON:RUA1][LIMB][THOUGHT][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:500]
[BP:LLA1:left blade:STP][CON:LUA1][LIMB][LEFT][THOUGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:500]
[BP:RUA1:first right lower arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left lower arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

I applied it to a human copy, and it worked.
Pretty much replace :HUMANOID: with :HUMANOID_NECROMORPH:
It falls over when you slice off one blade, and it dies if you chop off both.
If I added [NO_PAIN] in the creature, it would probably not fall over if it loses a blade.
It apparently needs [EXTRAVISION] and [NO_BREATHE] or it dies fast and can't find you.

I have no idea how to make the blades sharp, so you'll have to ask someone else for that.
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