Description

Swaps that awkward jump to third person with a scripted first person death sequence.

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First Person Death [2.4 - 3.0]
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sentinel_deco
sentinel_deco

cool

edit: i take that back. dl not possible because of mirrors

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CordonDweller
CordonDweller

Wellllll that might have been because moddb was getting crowded again.

This mod just cured my fear of dying in the zone 100%.

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sentinel_deco
sentinel_deco

it works now. thx

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Wuach
Wuach

Finally i can die in a dramatic way instead of looking at boneless body.

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Wuach
Wuach

why no ironman mode ?

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AyyKyu Author
AyyKyu

People report losing their saves despite having more than one life when dying.

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Guest
Guest

So 1 life ironman is fine?

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AyyKyu Author
AyyKyu

Should be.

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dave_5430
dave_5430

Whelp, be sure to push an update if you know how to fix the ironman issue.

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Feel_Fried
Feel_Fried

you can try add

if ( alife_storage_manager.get_state().ironman ~= nil ) then
ironman.granted_lives = ironman.granted_lives +1
end

to the begining of ayykyu_fp_death.script in function actor_on_before_death(whoID,flags)

but I'm not sure that it will work =)

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dave_5430
dave_5430

Wait, doesn't this just give the player another life if they run out of lives?

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Feel_Fried
Feel_Fried

yes, but next function in AyyKyu's addon killing player and must decrease it back, my guess is cause of AyyKyu's addon player "dies" twice and that should fix it

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dave_5430
dave_5430

Eitherway, it doesn't work. The script doesn't know what Ironman means.

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Wang_Laoshi
Wang_Laoshi

I've tried to play with this correction added, and the result was interesting. I get this crash after dying:

Arguments : LUA error: d:/games/anom3\gamedata\scripts\ayykyu_fp_death.script:6: attempt to index global 'ironman' (a nil value)

stack trace:

But seems like the save deleting is managed properly :) I had three lives, and despite the crashes I actually had three attempts before the saves made with this character got deleted

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Feel_Fried
Feel_Fried

"'ironman' (a nil value)" so ironman variable wasn't located,interesting I was thinking that it's global

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Feel_Fried
Feel_Fried

and you attempts didn't decrease because ayykyu's script did't have time to work out completely and didn't actualy "kill" actor xD

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hoasd1
hoasd1

Good,But can you update the all tracers mod to update 7?

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MacBradley
MacBradley

I'm 100% down with modders using other's work and building upon it, but you should probably mention that you pulled this from my RCOM mod.

I could have helped you with the ironman issues before you released it.

Also, I was wondering when someone else would do a death effects mod. I first released it almost a decade ago! Virtually everything else has been added or improved upon since CoC came out.

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AyyKyu Author
AyyKyu

What RCOM mod? I coded this from scratch.

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MacBradley
MacBradley

Dude, really? I'm pretty sure you didn't decide to name and use a particle effect asset "rcom" if you wrote everything from scratch.

level.add_pp_effector("rcom_actor_death_quick.ppe",446,false)

...

"rcom_actor_death_quick.ppe"

...

"rcom"

I don't care if you use it, or anything RCOM. It's one thing to forget to mention mods you used, but to outright deny they exist when you're using assets and code with their mod name and claim them as entirely your own from "scratch"?

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AyyKyu Author
AyyKyu

This ppe effect is present in vanilla Anomaly files and that's where I found it.

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MacBradley
MacBradley

I just checked, and you're right. Sorry for snapping at you, it's a sensitive subject.

One huge reason I quit modding Stalker for almost a decade was because someone used RCOM in their own mod and instead of giving me credit when I brought it up, they changed all the values a super small insignificant fraction so it wouldn't "technically" be using RCOM, instead of just asking to use it (which I would have 100% said yes to).

It looks like Anamoly is the mod with RCOM assets in their mod.

They don't even use that particle effect, so why is it in there? I wonder if they merged RCOM in for weapon stats (mostly configs) and never got rid of that part. Or maybe they used it but decided to pull the feature. IDK.

I know it didn't magically appear in there on it's own.

And since you don't know what RCOM is, you should check out the moddb page. It's been around for about 10 years, and over the next couple of months a significantly expanded version is coming out.

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AyyKyu Author
AyyKyu

Don't worry, I do understand your reaction. Had to file reports on a few mods of mine being stolen before, I know just how you feel.

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MacBradley
MacBradley

It makes no sense to me why some modders do that. It's so easy to just mention any mods used in the credits.

I scanned through Anomaly, and I honestly have no idea why that RCOM file is in there. They don't use it, and they don't appear to be using a single thing from RCOM otherwise.

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CordonDweller
CordonDweller

I think it's also in CoC, might be just a inherrited leftover from that?

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MacBradley
MacBradley

I'm not seeing it in CoC 1.4.22.

I don't have a copy of 1.5 downloaded.

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CordonDweller
CordonDweller

Oops Correction: found it on a Misery Github commit from 2013.

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MacBradley
MacBradley

That was probably just trojanuch then. We used to share a lot of findings on how X-Ray ran before the source code was released.

Did misery even have death effects? I we AWOL for a looooong time.

Trojanuch, I know you were communicating with Alundaio a lot back then. Did you end up working on CoC?

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Twitch/MojoRising
Twitch/MojoRising

I love it when entitled modders get ****** and call people out for using when they consider there "work"

Honestly are we not all trying to improve our games?

You could have sent a direct message, but no you deliberately make it public to attempt to shame them, for? creating content for all of us to use, for free.

Lets make them feel bad, instead of applauding them for porting, sharing & creating.

Buddy im so GLAD that the OP was able to point out that you were wrong, thats a rare sight in the light of somebody attempting to shame for this reason.

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saturnit3
saturnit3

Yeah I think authors should message each other instead of doing this. And if the one who stole doesn't reply should they only criticize publicly. Looks very unprofessional to jump into conclusions or even worse blame someone just like how it's unprofessional to steal others' work.

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SpcDan
SpcDan

You've stated that you shared some of your stuff with Trojan.
Well, he also used this in Misery, at least I can attest that in Misery 2.2

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Wuach
Wuach

Is it possible to keep audio while dying ?

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MacBradley
MacBradley

Well, since I'm here and in the file, lol...

Removing these lines in "ayykyu_fp_death.script" should do it.

_G.mus_vol = get_console():get_float("snd_volume_music")
G.amb_vol = get_console():get_float("snd_volume_eff")

get_console():execute("snd_volume_eff 0")
get_console():execute("snd_volume_music 0")

You can remove them by deleting them or by putting "--" in front of each line. I'd suggest the latter, in case you want to quickly add them back in.

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Wuach
Wuach

it work well, thanks

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MacBradley
MacBradley

Glad to hear!

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dave_5430
dave_5430

So uh... do you know how to fix the ironman issue then?

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MacBradley
MacBradley

No, but I haven't seen the crash log or looked into it. Can you post the crash log here?

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dave_5430
dave_5430

There's no such thing as a crashlog, it just simply counts the first person death as multiple deaths and then deletes the save file.

Simply slapping a container manager for the ironman gamemode doesn't work, because the script doesn't know what to do with the ironman symbol.

\ayykyu_fp_death.script:#: attempt to index global 'ironman' (a nil value)

stack trace:

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Nerf𝖊d
Nerf𝖊d

I love this, but I wish that just two things were different. I wish the death animation was longer. I know it's not realistic to have a dramatic death sequence, but I think it'd allow me to appreciate the death more if the animation took longer. Secondly, I wish it didn't go straight back into your last save. If there are ways to get the things I want already, my ears are open.

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AyyKyu Author
AyyKyu

Open ayykyu_fp_death.script in your gamedata/scripts folder. Remove get_console():execute("load_last_save") line in function final_death() to disable the auto-load.

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Nerf𝖊d
Nerf𝖊d

Ah thank you! This'll be super time saving!

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_NightRider_
_NightRider_

That will bug game, and you will get stuck in game.
Replace get_console():execute("load_last_save") with get_console():execute("main_menu").
It will return you to main menu so you can choose save or exit game!

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keroncyst
keroncyst

Does this include a different animation for death by an explosion (when your body is thrown by the explosion)?

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Archy11102
Archy11102

For me this doesnt work in 1.5.0 beta3 with Escape from Tarkov impact,crack,fly-by sound mod so I've replaced that with JSRS one and it's okay. Nice work with this mod man, it really adds up to death experience which Anomaly doesnt lack :D

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_STYX_
_STYX_

works fine and looks great. also a pretty nice immersion boost. makes rage quitting after you die a bit tedious though due to it loading a save for you (a bit annoying for me but im sure it doesnt bother anyone else). is there anyway i can change it to not load a save and like, quit to the main menu or something? i don't know how modding works so any help would be appreciated :)

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_NightRider_
_NightRider_

Open ayykyu_fp_death.script in your gamedata/scripts folder.
Replace get_console():execute("load_last_save") with get_console():execute("main_menu").
It will return you to main menu so you can choose save or exit game!

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_STYX_
_STYX_

sorry for the late reply but thanks a lot for the help!

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TOVOT
TOVOT

work on the last version of Anomaly Update 4 Hotfix 8 ?

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Uklejamini
Uklejamini

When removing this (but after added it to the S.T.A.L.K.E.R. Anomaly file), after death, it will instantly black screen

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