Description

This will show you how to make an add-on patch for Men of War AS 2

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deadly realism for AS2
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Mopar_AUS
Mopar_AUS - - 279 comments

Nice work,

Thanks for the time and effort that went into this great tutorial mod

keep up the great work.....

Regards,

Mopar

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MeestorJeebz Author
MeestorJeebz - - 58 comments

thanks man, oh I forgot, the pistol weapons need to be tagged (the .ammo files) with "pierce" to get the wounding effect via SullenMan's wound system

its this line in his code: (in human.inc)

{on bullet_hit

<snip>
<snip>

else stuff "pierce"
{bullet_detonate}
{call "process_bullet_hit"}
{if volume "body" {call "r***-body"}}
{if volume "head" (mod not "mp" {delay 0.05 {call "r***-head"}}})
{if volume "foot1r" {call "r***-foot1r"}}
{if volume "foot2r" {call "r***-foot2r"}}
{if volume "foot1l" {call "r***-foot1l"}}
{if volume "foot2l" {call "r***-foot2l"}}

see you can basically tag new effects to the hard coded bullet_hit script. But Im not sure if it IS hard coded. it might not be, im working on my own wounds system slowly because im trying to start from my own and its taking awhile. I want to add more tutorials on messing with this stuff but im going to need more time. Next tutorial will be making animals from scratch with 3ds examples.

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Mopar_AUS
Mopar_AUS - - 279 comments

cool, Your efforts and work are appreciated..... I have a few additional fauna models and if you are interested i can upload them for you for a animal / fauna pack to be included with your animal making model tutorial.. ???

I have rabbit, rat, 4 different dogs and maybe a few more models with working animations & def files etc. etc.....

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MeestorJeebz Author
MeestorJeebz - - 58 comments

hmm if you upload them i might try and use a few sure. Im just going to pick a few and a few non-animal to show people in a few max files

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Mopar_AUS
Mopar_AUS - - 279 comments

if you could make an improved wounding & blood effects mod i would consider using it in all my future mods / conversions.....

I would of course credit you for the wounding / blood mod if you are interested...

I am not really interested in gore / dismemberment but improved hit effects + wounds & blood would be an improvement over stock game effects..

Becasue the game is rated pegi16 the developers cannot add more blood or they would loose their rating, so its up to us modders to improve some aspects of the game..... IMHO

I would be happy to help with the wounding / blood mod and i have some experience from porting bmmod to as:2 months ago...

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MeestorJeebz Author
MeestorJeebz - - 58 comments

do you mean improved textures or the amount of blood spawned?
in the human.inc that has the effects check this out

{add_view "blood_droper-2" "blood_b" "head"}{view start "blood_b"}
{delay 15.5 {view stop "blood_b"}}
<snip>
{add_view "#arow-bolt" "burn_fire_b" "head"}
<snip>
{view stop "burn_fire_b"}

all animations for FX are generated and made in this folder resource/entity/particle
and adding a view links an animation to a body part based on a on process_bullet_hit effect which tells the MoW GEM 2 engine what happens to that entity on this process. which is all the FX is. With AS 2 we have built in FX editor so more can be done since its more advanced, we dont even see them using it much for the base game. But you can do all kinds of things yourself, check this folder too
resource/texture/fx/particle
but mostly concern yourself with the entity/fx folder which is what you edit in the AS2 editor or whatever FX editor you use to see how you make them its not really something that needs a tutorial. And the wound system, probably does only in that you must define conditions that play when tags are called for the effects you want played

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MeestorJeebz Author
MeestorJeebz - - 58 comments

but yes I will make a few tutorials explaining this more and comment code in english

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