killmove для гаррис мод

Удар ногами в прыжке (новый killmove для BSMod)

Этот аддон добавляет пользовательский killmove (удар ногами в прыжке) который заменит стандартный. Однако это происходит только случайным образом, поэтому могут произойти другие убийства. Вы также должны быть немного на расстоянии от своего противника, чтобы выполнить бросок.

Вы можете поражать человеческие цели, нпс и зомби. Каждую цель можно отбросить с разных направлений (в настоящее время возможны только атаки спереди и сзади).

Он также добавляет некоторые необычные звуковые эффекты для анимации, такие как вариации звуков прыжка, удара и падения (1,26 МБ). Кроме того, он использует звуки BSMod, когда вам удалось сломать кости жертвы.

Введите bsmod_killmove_anytime 1 если вы хотите сразу совершить убийство, верните значение 0, чтобы сначала ранить врага, прежде чем вы сможете совершить убийство.

Команда bsmod_dpkick_chance 4 определяет вероятность выпадения dropkick. Вы можете указать число от 0 до 4, чтобы определить вероятность того, когда произойдет выпадение. Установите значение 0, если вы хотите, чтобы выпадающий список никогда не появлялся.

Важно! Этот мод требует, чтобы базовый аддон BSMod работал.

Чтобы выполнить killmove, привяжите ключ к «bsmod_killmove» в консоли.

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BSMod KillMoves Expanded (Custom KillMove Template Link Included)

BSMod Punch SWEP is required for this to work!

IMPORTANT: Before you comment, you should know a few things. To be able to KillMove, you need to write «bind g bsmod_killmove» (You can use any key). This mod was partly made to get other people who are more experienced in animating to make KillMoves using the new template put out by RandomPerson189, creator of the BSMod fists mod. If you have any questions about making KillMoves, use the discussion linked below to get in contact with him. Also, please note that to killmove a strider you must have ‘Can killmove at any time’ enabled because for some reason it cannot be stunned at low health. However all other KillMoves should work normally. If the Strider does not die or takes no damage from being KillMoved, try this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1489377853. Thanks!

Mod Update + Status Update:
(All the KillMoves were animated by happyharvey1313)
— Zombie Torso KillMoves have been added (works with fast zombie too).
— Handrail Killmoves! Throw your enemies off walkways in style!
— New KillMove for when you’re behind a Headcrab.
Hey all! I’m back from college after a grueling couple of months, and I want to get back to working on the mod. I also want to thank happyharvey and RandomPerson for helping to maintain and keep the mod alive while I’ve been gone. Hopefully there will be more progress from here. I don’t want you guys to think this mod is dead.

The KillMoves are compatible with NPC Camera! Ever wanted to watch a KillMove from the eyes of the unlucky NPC you targeted? Now you can!

This is an expansion to the BSMod Punch SWEP that adds more KillMoves for you to test out! Currently, a Strider KillMove, new Zombie KillMoves, Headcrab KillMoves and Zombie Torso KillMoves a have been implemented, but more will be added along the line. The main goal of this addon is to encourage people to create their own KillMove animations. There is a template and discussion in the links below.

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The animations are made using Blender and SFM. If you encounter any bugs, post them in the bug reports discussion. I will also add any bugs that I discover. Also, check out the roadmap to find out what I am working on.

Credit to happyharvey1313 for adding some new KillMoves, and RandomPerson189 for the custom KillMove template this addon is based on, plus the BSMod Punch SWEP.

Also Credit to CaptainBlubberWasserTV (https://steamcommunity.com/profiles/76561198976244077/) for suggesting the handrail KillMoves.

Yeeting Odessa over a railing is fun btw

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[BSMod] Ultimate Dropkick Killmove

You need to download BSMod Punch SWEP + Kick & KillMoves in order to make it work!
For more information visit this page here.

To execute a killmove, bind a key to «bsmod_killmove» in the console, for example:

bind b bsmod_killmove

Type «bsmod_killmove_anytime 1» if you want to make a killmove anytime, put it back to 0 so you have to wound the enemy first, before you can make a killmove. (def. «0»)

Type «bsmod_dpkick_chance 4» if you want to make the dropkick anytime. You can give a number between 0 and 4 to manipulate the chance, when a dropkick should happen. (def. «2»)

See more BSMod options ingame: In SpawnMenu → Options → BSMod → Admin Options or User Options.

This mod gives you self-made dropkick animations as new killmoves to finish off enemies. However it only happens randomly so other killmoves can happen. For the front and rear attack, you must be distanced a bit from your opponent in order to execute the dropkick.

You can dropkick human targets, standard zombies and zombines. Each target can be dropkicked from different directions. I’ll add more targets while this mod is in progress!

It also adds some fancy sound design for the animation like variations of jump, impact and drop sounds (3.15 MB). Besides that it uses BSMod sounds when you managed to break the bones of the victim.

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[BSMod] Ultimate Dropkick Killmove

You need to download BSMod Punch SWEP + Kick & KillMoves in order to make it work!
For more information visit this page here.

To execute a killmove, bind a key to «bsmod_killmove» in the console, for example:

bind b bsmod_killmove

Type «bsmod_killmove_anytime 1» if you want to make a killmove anytime, put it back to 0 so you have to wound the enemy first, before you can make a killmove. (def. «0»)

Type «bsmod_dpkick_chance 4» if you want to make the dropkick anytime. You can give a number between 0 and 4 to manipulate the chance, when a dropkick should happen. (def. «2»)

See more BSMod options ingame: In SpawnMenu → Options → BSMod → Admin Options or User Options.

This mod gives you self-made dropkick animations as new killmoves to finish off enemies. However it only happens randomly so other killmoves can happen. For the front and rear attack, you must be distanced a bit from your opponent in order to execute the dropkick.

You can dropkick human targets, standard zombies and zombines. Each target can be dropkicked from different directions. I’ll add more targets while this mod is in progress!

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It also adds some fancy sound design for the animation like variations of jump, impact and drop sounds (3.15 MB). Besides that it uses BSMod sounds when you managed to break the bones of the victim.

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Killmove для гаррис мод

Open Blender and then go to File > Import > Source Engine
Select the target’s killmove model as shown below

This should show in Blender

Now do the same for the player’s killmove model except this time make sure the bone append mode is set to «Make New Armature»

And then move the player away from the target in whatever direction you want and rotate it any angle (usually facing at the target)

If you want to import a model for display then you can do that, select the player’s killmove model in object mode and go to the import menu, make sure the bone append mode is set to «Append to target»

Now select whatever SMD/DMX model you want (don’t import QC since it causes issues), for this tutorial we’ll be using «models/humans/group01/male_07» as the player and «models/zombie/classic» as the target

Now repeat the process for the target model, unfortunately you can’t move the headcrab on the default zombie model unless you make your own km model for it (I’ll make a tutorial for that later)

If you don’t know how to get the model SMDs then it’s easy. Locate to your GarrysMod/sourceengine/hl2_misc_dir.vpk and open it with GCFScape [nemstools.github.io] I stated the model locations above so go to those directories and extract the model by selecting ALL files with it’s name. Now you can decompile the MDL file with Crowbar. Go back to Blender and now you can import the SMD you decompiled.

To animate the models in Blender, go into pose mode and rotate/move the bones. If you don’t know how to animate in Blender; there’s many tutorials out there that show you how to.

The custom killmove template already has some animations for the models so for this tutorial we’ll be using those

Keep in mind after the target’s killmove animation, it dies and after the player’s animation, they regain control. The player and target animation length can be different to eachother and that’s fine.

When you’re done with the animation, select the player’s killmove bones and go to the Scene menu as shown below

Now scroll down to the Source Engine export section (remember you need Blender Source tools if it isn’t there)

Set the export path to the directory of your player killmove model and set the export format to either SMD or DMX (SMD is recommended)

Select export and select the animation name

Now do the same for the target model (make sure to set the export path to the target killmove models directory now)

Navigate to the player and target killmove models directory and you’ll see an ‘anims’ folder, move the animation SMD file from that folder to the already existing one that has the model name before anims. Make sure the animation name is the same for the player and target so the BSMod addon knows to play them both in GMod

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Now we’ll have to rename the model to our own to prevent conflicts with other custom killmove addons. Change uniquename to whatever name you want.

Now do the same with the target killmove model

Open the QC file of the player and target killmove model in a text editor (Notepad++ recommended)

So before we reference the animations, we’ll have to rename the model in the QC as well so do Ctrl+F and replace the template name with the name you set the QC file to

And now do the same in the target killmove model QC file

Now it’s time to compile the models, open Crowbar, go to the Compile tab and set the QC input to the player killmove model QC file. Set the Output dropdown to «Work folder» and now browse to the models directory of the addon as shown below

You can see that the template models are there, make sure to delete them since they aren’t needed
The directory is «\models\weapons» for the player killmove model
Now export the the target killmove model except this time output to the «\models» folder

Open bsmod_customkillmove.lua in a text editor (Notepad++ recommended) and follow the comments, they will guide you.

Also something to note, in the distance from target, set that number to around the distance the player is from the target in Blender. You don’t need to change the angle if you’re making the player look at the target, the addon automatically does that. Only set a custom angle if you’re not making the player look directly at the target.

@Calamari You might want to see xDShot’s Blender IK rig [github.com] as an example. Just remove the c_hands related objects. It worked fine in Blender 2.82, exports fine with Blender Source Tools (no need to remove the rigs), and compiles fine with Crowbar (I read somewhere in some Steam forum that studiomdl gets rid of the unnecessary bones, which is why the approach in this example works. something like that).

Unfortunately, I don’t find this to be the cleanest example, nor is it well-documented. I found it hard to understand what this example does right, but I am not the most knowledgeable in 3D anyway. It seems that the technique has something to do with constraints?

See for yourself. Mess around with the bone layers too. I hope this helps you with your rig.

I found out that the KMRagdoll gives wrong results only when the target is off field of view during the conversion from animation to ragdoll.

The chance that this happens is random but it always gives the correct result when looking through a camera or while doing the killmove in thirdperson. I guess it’s the game engine itself that does this.

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