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 Killzone 3 
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Joined: Thu Jan 21, 2010 10:59 pm
Posts: 151
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Post Re: Killzone 3
First of all, no, you still need to change the parts that I mentioned "<-- Change This"
Second of all, well, that depends, do you use two helmet on your actors or one?
If you use one, then put the attach script ONTO the helmet, for example

As for the final part of your comment, you change it to wherever you want to place it on your helmet, if you're good at offsets then this should be no problem. The number is based on the sprite offset of your helmet. If you need help with offsets, theres this thread:
viewtopic.php?f=1&t=19092


Fri Nov 09, 2012 11:07 pm
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Joined: Mon Oct 01, 2012 1:56 pm
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Post Re: Killzone 3
ShadowStorm wrote:
First of all, no, you still need to change the parts that I mentioned "<-- Change This"
Second of all, well, that depends, do you use two helmet on your actors or one?
If you use one, then put the attach script ONTO the helmet, for example

As for the final part of your comment, you change it to wherever you want to place it on your helmet, if you're good at offsets then this should be no problem. The number is based on the sprite offset of your helmet. If you need help with offsets, theres this thread:
viewtopic.php?f=1&t=19092


Thanks a lot man!But still,since i suck at this i will need a few hours,i will do it tommorow.
Do you have any sollution for the dead pipe-dead soldier thing?


Fri Nov 09, 2012 11:13 pm
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Post Re: Killzone 3
Erm... I suppose you could pipe thing a separate attachable and
[optional]gib a emitter that emits "smoke" glows"[/optional]
have a lua script drain the actors hp to 0 when the attachable is destroyed, of course the lua script would have to be attached to the pipe attachable first. I'm not good with lua, so you may have to ask someone else for a script or try learning yourself.

EDIT: I think I misunderstood your meaning of "under the helmet" earlier, but whatever. Yea that's what I thought you meant. It's probably better to add the glow and the emitter to the very top of your actor.ini (or in a seperate ini file, which makes it easier to add to your other variants of the helghast soldiers)


Last edited by ShadowStorm on Fri Nov 09, 2012 11:32 pm, edited 3 times in total.



Fri Nov 09, 2012 11:19 pm
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Joined: Mon Oct 01, 2012 1:56 pm
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Post Re: Killzone 3
ShadowStorm wrote:
Erm... I suppose you could have that section(make it a seperate attachable) gib [optional]a emitter that emits "smoke" glows"[/optional] and have a lua script drain the actors hp to 0, of course the lua script would have to be attached to the pipe attachable first. I'm not good with lua, so you may have to ask someone else for a script or try learning yourself.

EDIT: I think I misunderstood your meaning of "under the helmet" earlier, but whatever.


When i said "under the helmet" i meant when i go to the character.ini file then i find the attachable Helmet,under that i write all that glow stuff.Get it?


Fri Nov 09, 2012 11:29 pm
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Joined: Tue Aug 28, 2012 9:48 am
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Post Re: Killzone 3
Erm.. Link doesn't work :-(


Sat Nov 10, 2012 4:09 pm
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Post Re: Killzone 3
StanT101 wrote:
Erm.. Link doesn't work :-(


Fixed the link


Sat Nov 10, 2012 10:08 pm
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Joined: Fri Nov 02, 2012 2:15 pm
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Post Re: Killzone 3
Asklar wrote:
The eyes on the masks look too big, the guys look like flies :S

But the sprites are good anyway, though they might need some polish.




I think the Masks are too big too but the eyes are big cause those are goggles (i think) Buts its very nice! :D


Sun Nov 11, 2012 3:55 am
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Joined: Fri Nov 02, 2012 2:15 pm
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Post Re: Killzone 3
ummm the download link still dosent work please fix


Sun Nov 11, 2012 3:57 am
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Joined: Sat Aug 04, 2012 1:30 pm
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Post Re: Killzone 3
great small mod ,even if it needs some polishing


Sun Nov 11, 2012 1:58 pm
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Post Re: Killzone 3
Well...There is broblem with your battle pistol:
---------------------------
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:

Coalition.rte/Effects/Sounds/RevolverCannonFire.wav

The last frame has been dumped to 'abortscreen.bmp'

---------------------------
ОК
---------------------------
And here is the abortscreen:
Image


Sun Nov 11, 2012 6:51 pm
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Joined: Mon Oct 01, 2012 1:56 pm
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Post Re: Killzone 3
StanT101 wrote:
Well...There is broblem with your battle pistol:
---------------------------
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:

Coalition.rte/Effects/Sounds/RevolverCannonFire.wav

The last frame has been dumped to 'abortscreen.bmp'

---------------------------
ОК
---------------------------
And here is the abortscreen:
Image


what build are you using?it works for everyone but you


Sun Nov 11, 2012 7:50 pm
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Post Re: Killzone 3
I have the same exact problem. It aborts at that sound. I'm running build 1.0, I believe.


Mon Nov 12, 2012 2:54 am
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Post Re: Killzone 3
predalien27 wrote:
I have the same exact problem. It aborts at that sound. I'm running build 1.0, I believe.


As i said in the Description,its for build27 (and i think it works with 26)


Mon Nov 12, 2012 1:45 pm
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Post Re: Killzone 3
Croblade24 wrote:
predalien27 wrote:
I have the same exact problem. It aborts at that sound. I'm running build 1.0, I believe.


As i said in the Description,its for build27 (and i think it works with 26)

*facepalm* Sorry :lol: didn't notice that...


Mon Nov 12, 2012 4:50 pm
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Post Re: Killzone 3
Me neither. Sorry.


Mon Nov 12, 2012 11:46 pm
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