Surprisingly, this is not a request, but a showcase of sorts.
I've been working on getting a sort of dismemberment system into a mod.
It's far from done, but I thought I'd show off what I've done so far and post updates as I make progress.
I started out by going into Silo 2 and loading in a base model.
And then after that I separated limbs and the head into separate models.
I also created a destroyed version of each model...
So if you import the base and then various destroyed/normal versions...
G(ib)-Man.
After that, I got it into Source with bodygroups to change all the parts.
I didn't rig the fingers and I didn't mess about with the rigging 3ds max gave me, so parts may stretch out a bit in-game.
So there we go, that's working.
After that, I put enemy.mdl into a Source 2013 SP mod, and opened up npc_combines.cpp.
I found Event_Killed, and added in some code to change the head bodygroup on death. I also made his default model enemy.mdl instead of combine_soldier.mdl, but he still uses prisonguard and super_soldier if set to.
Alive:
Dead:
So the npc loses the head on death.
You can sort of see the lack of head when he dies.
After this, I'm going to work on getting the bodygroup removed to change based on where the killing bullet hit, or maybe how much damage different hitboxes take. I'm also going to work on getting it to spawn gibs.
So there we go. A basic system to allow decapitation. Because of the way it works right now you can make his head come off by shooting him in the foot, but I've only been working for about an hour or so.
Thoughts?
Also know as WILLAM; TechieUK is my old name. If you see WILLAM on Steam or ModDB, it's me.