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cr1m3

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Everything posted by cr1m3

  1. Hi, You can import your meshes in the dying light developer tools to add them in custom map (level). Now, you can't import rigged meshes With the tool's import plugin. So , you can't add new npcs to the tools or game. You can only add static meshes with one holder bone helper in custom maps. Now, i tried to add custom weapons to the game itself But they are invisible in player's hand. I did not tested to add static meshes .
  2. Hi, Great idea. Maybe using the machinegun itemspawner (weapon item) And changing damage type into fire. Then adding a custom shoot fx with multiple fire fx. But you'll need the devtools to pick some fx emitter and particle scripts. To know where fx scripts are in devtools folder: At 2:15 https://m.youtube.com/watch?v=FqXrDcKQnCw You need to modify fx emitter presets file or add some new Script with import function then, create a new fx emitter preset with the same fx id as your fire_big_emitter.fx and fire_big_particle.fx (you can make a sequence fx too if you want) then type this fire_big under shootfx item slot . (fire_big is an example and does not exist in fx as far as i know. You can use the spawn() functions in sequence fx scripts To spawn multiple fx , lights or even sounds into your custom fx. I made a camera item with some custom 3d model i created and i added 3 omnidirectionnal light fx to it. I used the toygun weapon item and modified this inventory_gen.scr so that it does not shoot and that it use the custom fx emitters i created. It works perfectly, you can turn camera lights with left click And zoom with right click. The light duration is set by keyf loop , 0.00000 keyf to 18.00000 keyf in fx script. You can set each fx location in the fx script. Spawn function is only available in sequence scripts. The camera item i made is not a mod but a custom map Feature and the map still under development and not available to public so i can't show you the files but i hope This will help you for the flame thrower. Ps: Maybe using another category type weapon, throwable grenade or something instead of throwable liquid or firearm could let you make the flamethrower portable , i mean that category type firearm is meant to shoot bullets , and setting the ammo count to 0 would make a weapon without the possibility to make damage on the enemies.
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