An experiment at a secret research facility has gone catastrophically wrong. Daniel Lamb and Leo Kasper are the only surviving subjects. The Pickman Project will stop at nothing to hunt them down and stop the truth from getting out. Demented screams echo around the dark asylum that has caged you for the last six years. You open your eyes. A white-coated body slumps to the floor through your shaking hands. A bloody syringe slips from your arm. Waves of confusion and paranoia crash over you. You have no idea who you are or how you got here. The door to your cell is open. One choice. Once chance. They took your life. Time to take it back.

Post tutorial Report RSS Manhunt 2 New Executions by Death666Saint

I felt that some executions were lacking.... gore. So I edited some executions, making heads explode where I felt they should have. I did 2 versions of the shard because the stabbing pop was satisfying but the shard shattering and head popping at the same time was more realistic. I'm planning to edit a few more, also adding decapitations to some executions. Stay tuned!

Posted by on - Intermediate Other

1. Unpack resource3.glg in the level folder of the level you want to edit the execution in

2. Open resource3.glg with notepad

3. Search for the execution you want to edit

4. Add EXECUTE_HEAD_EXPLODE_TIME at the end of the execution line

For example: Here's the shard execution for the TV Studio level:

RECORD Shard_(CT)
CLASS EC_WEAPON
COLLECTABLE_TYPE CT_SHARD
ANIMATION_BLOCK EntityAnims
HOLSTER_SLOT BELT_LEFT
MODEL Shard_(CT)
WEAPON shard
KICK_WEAPON kick_blade
OBSTRUCT_WEAPON obstruct_melee
COLLISION_DATA GenCollectable
PHYSICS COLLECTABLE_PHYS
HOTSPOT_RADIUS 0.75
LOD_DATA 0,50,0,-1
FIRE_SPEED 1.0f
SELECT_DELAY 0.067
HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447
HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711
DISPLAY_SCALE 1.5
MODEL_DISPLAY_ANIM Shard_Spin_W
BND_SPH_BOOST 3.0
DESTRUCT_AFTER_NUM_USES 4
DESTRUCT_EFFECT FXBCERM
DESTRUCT_SOUND SHARD_DESTRUCT
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.466
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 4.93333
EXECUTE_TVP EXEC_SHARD_JUMP_ANIM
EXECUTE_MODEL_ANIM Knife_Sneak_Attack1_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 180
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.9
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.3
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_MODEL_ANIM Knife_Sneak_Attack2_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION -15
EXECUTE_DIE_POSE_FACES_DOWN
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.0
EXECUTE_TVP EXECUTE_SHARD3
EXECUTE_MODEL_ANIM Knife_Sneak_Attack3_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 150
EXECUTE_DIE_POSE_FACES_DOWN
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 6.66
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 0
EXECUTE_DIE_POSE_FACES_DOWN
EXECUTE_MODEL_ANIM Knife_Sneak_Attack4_W
EXECUTE_FACE_EXPRESSION_TIME 1.07
EXECUTE_HEAD_EXPLODE_TIME 5.07
END

Notice there are four executions, separated by the words "NEXT_EXECUTION", they are separated in this order:

Jump
NEXT_EXECUTION
Hasty
NEXT_EXECUTION
Violent
NEXT_EXECUTION
Gruesome

The Jump execution does not have "NEXT EXECUTION" in front of it because it is first.

On the Gruesome execution notice how the last line (before END) reads "EXECUTE_HEAD_EXPLODE_TIME 5.07", this causes the head to explode at 5.07 seconds - this is the timing that the shard shatters (may be off if you are not using Megahoffs beta).

Now, if you wanted to make the head explode for any environmental execution you MUST put ENV in front of EXECUTE_HEAD_EXPLODE_TIME so it looks like ENV_EXECUTE_HEAD_EXPLODE_TIME

Here's the 2nd toilet execution:

RECORD toilet_env_exec
CLASS EC_BASIC
ANIMATION_BLOCK toilet
MODEL toilet_env_exec
COLLISION_DATA toilet_env_exec
LOD_DATA 0,20,0,-1
MATERIAL MATERIAL_CERAMIC
ARMOUR_CLASS ARM_INVULNERABLE
HIT_POINTS 100
ENV_EXECUTE_FACE_EXPRESSION_TIME 0.75
ENV_EXECUTE_HEAD_EXPLODE_TIME 10.37
LOCKED
END

Again, the timing may be off if you are not using Megahoffs beta executions


5. Save resource3.glg

6. Pack resource3.glg

**BONUS**

You can put EXECUTE_HEAD_SEVER_TIME/ ENV_EXECUTE_HEAD_SEVER_TIME to make the head fall off instead of explode

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