Hello all,
I'm trying my best to complete a mod and one of the things I was wanting was an attack that, when it connects, it executes a first person brutality animation on the enemy. almost exactly like what is shown in the project brutality glory kill add on mod.
I've been reading up on the PB and glorykill mod in Slade and staring at the code and from my limited experience it looks like the enemy is stunned by getting a "stunelectrocute" custom item, that I can't find in Slade anywhere I look. and then the player is given another item called "PB_execution" or something of the like that auto runs commands with damage and running an overlay of some kind. My question is where are the custom items located as I've searched and searched and want to study them/look at the properties on them. My other question is if it is correct that the general way the executions work is the enemy getting stunned by being given an item that apparently spams pain_state and the player is given an item invisibly that executes the fatality on screen with all the appropriate overlays and damages etc.(i think that the states of the weapon or something come into play at this point as well) ?
How would someone go about scripting this out or setting it up?
Help with understanding custom items and their role in the executions mechanic in Project Brutality
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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DoritoDustin
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Re: Help with understanding custom items and their role in the executions mechanic in Project Brutality
PB dev here, no, i don't know anything about how the glory kill add-on works, but the enemies are not stunned, they simply become executable when under a certain threshold of health (don't remember what exactly). The animations for the player hands during the glory kills are handled in a specific zscript file, while the animations for the monsters are all in their respective actors (old decorate monsters use a simple placeholder animation).