
Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 8, 2014 01:14 PM
Msg. 1 of 5
anyone know how to mod guilty spark so that he can be killed. (And explodes when killed too?)
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Nov 8, 2014 01:32 PM
Msg. 2 of 5
His material is set up in the game so it can't be damaged at all.
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Nov 8, 2014 01:32 PM
Msg. 3 of 5
Quote: --- Original message by: Jobalisk anyone know how to mod guilty spark so that he can be killed. (And explodes when killed too?) Well in-game he's still an AI, is it really that difficult to just remove the script that makes him indestructable and give him a base health? Although now that I think of it I'm not sure Spark IS a regular AI. Are his movements (AI pathfinding) different from person-to-person? I mean obviously he won't move on from place to place if you don't, but that can be done when setting a clear and singular path. What's one of the problems you're running into? Edited by RabbitFood on Nov 8, 2014 at 01:33 PM
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Nov 8, 2014 01:59 PM
Msg. 4 of 5
Open his collision model and give him a hp and then open every single weapon damage_effect tag and give "monitor" material a damage percent of 1.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 8, 2014 02:51 PM
Msg. 5 of 5
cheers, indecently, its not just the material that takes no damage, Its the biped itself, I'm asking this question because I linked the nodes and markers for guilty spark to a new model and imported it into the game, making it un-killable, I have decided to re-import it again using the nodes and markers from the CMT enforcer sentinel model instead.
I also copied and altered the monitor animations and biped files (I didn't alter the animations, just the biped) Edited by Jobalisk on Nov 8, 2014 at 02:53 PM Edited by Jobalisk on Nov 8, 2014 at 06:05 PM
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