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ForumsCog Forum → AmputateJoint
AmputateJoint
2004-03-03, 2:30 AM #1
Hi!
This AmputateJoint() sounds... Gibby... I'd like to use it in some places... But, I'm wondering... Any way to undo that? EG, a zombie gets his arm sliced off, and he goes "Aw nuts" and puts it back on.
No, I'm not making a JK movie of our Life at the Massassi Temple. It is something completely different.

/Edward
Edward's Cognative Hazards
2004-03-03, 10:33 AM #2
If not, you can just change the model back and forth from one without an arm to another with it.

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I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.
2004-03-03, 10:35 AM #3
Shouldnt that be done with key animation instead?

[edit]I like Darth Slaw's idea better good suggestion

[This message has been edited by F-Body (edited March 03, 2004).]
This is retarded, and I mean drooling at the mouth
2004-03-03, 7:47 PM #4
His idea does seem to cover it all.

Sometimes (sometimes!) resetting the model via setthingmodel fixes all amputated joints.
2004-03-04, 9:59 AM #5
I talked to someone a while ago that got it working, and I seem to remember that it was incredibly easy to fix. I'll take a stab and say that another AmputateJoint call will reattach the limb, but I am not certain.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-03-05, 1:14 PM #6
I did a search on "amputate", and here's what I found:
Quote:
<font face="Verdana, Arial" size="2">
http://forums.massassi.net/html/Forum4/HTML/001812.html
hmmm, as i recall, once you amputate a limb it wont come back even if you die. so i suggest yuo use a new player model.</font>
Quote:
<font face="Verdana, Arial" size="2">http://forums.massassi.net/html/Forum4/HTML/001947.html

And you can't get this to work if i remeber right. In multiplayer after a player loses a limb and respawns their limb doesn't regenerate. but hey i could be wrong.

Maybe resetting the player model in the int_mult_kyle would fix that.
Or you could probably add a newplayer: message to the cog, with the SetThingModel();
</font>



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Check out updates for my editing work at the Shadow Jedi Academy.

[This message has been edited by Kievan Mereel (edited March 05, 2004).]
2004-03-05, 3:29 PM #7
If you change the model back and forth (one has an arm and the other doesn't) you won't even need to amputate. When the conditions are right, change the model instead of amputating, and fire the limb projectile as usual. And when you want him to pick up the limb again, you can change the model back and delete the limb. That coding for reattaching the arm will be very interesting I'd imagine. [http://forums.massassi.net/html/smile.gif]

------------------
I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.
2004-03-05, 3:46 PM #8
Then custom player models are out, and you have to make a lot of models.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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