Free Program Mafia 2 Melee Weapons Mod
My apologies for non constructive topic reply. At risk of sounding too harsh - CAN WE PLEASE FINALLY STOP WITH THIS SILLINESS? I made a few posts about melee weapons, their animations and overall our chances of bringing back melee weapons. Posts are seeimgly ignored, because I did not backed them with nice YouTube videos, right?
Sigh, so.if Mafia1860 found anything new, then how did I managed to write post Ah yes, I forgot to add YouTube video, right? OK, so let's fix it. Here is a nice eye candy video which tells us nothing about how to achieve what we want but looks pretty cool.
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OK, I hope the message is clear now. We need to move FORWARD if we want to have fully working melee weapons, not to stay at one place and glorificate everybody who can alter a few numbers in a HEXeditor. As I already wrote (post was ignored, no fancy YouTube video, I know): since melee weapons slots are disabed via engine and the only weapon slot which works for close combat is slot 'Prazdne ruce', there is the only way to have melee weapons back - LUA script and actor items. However, I am yet to discover how to add actor item to.sds structure. So far my knowledge is incomplete and all of my attempts are crashing down the game.
But that means THIS is the issue we should be intensely investigating right now. Not 'how to change a few numbers with HEXeditor', but 'How to add CrashObject entity to freeraid_main.sds file'. Cheers, Andrashi P.S.: I also found a way how to make A.I. Enemies break away from grabs and with some other changes A.I. Can even reverse grab you! But you know, no YouTube video, so feel free to ignore this PostScriptum. Hi there again, fellow mobsters.
For everyone: Work continues on reverse engineering of the Actor file. Actor file is closely related with FrameNameTable and with those funky buffer and vertex files. Now just figure out how all this is related and we can give it a try. In the meantime, we can play with a nice workaround. We already know that Vito can perform melee animation sets via LUA command SetAnimStyle. But with no weapon in hand, right? Well today I rediscovered (post-mortem credits to S0beit and MafiaEmpire.com) one quite useful LUA command: ModelToHands.
It does exactly how it sounds - it adds chosen weapon model to each hand. Rest of the description in the spoiler. So for example if you want to use baseball bat in close combat without breaking any other gameplay mechanic, do this: [ol] [*]Modify melee animsets file in ingame.sds, add melee weapons animstyles under 'melee' branch. My apologies, at time of writing this post I am away from modding PC, so no closer info. For example give the name 'BatStyle' to the Baseball bat animation set (set 37). [*]In LUA file (freeride), add a function which is for example called each time Vito is attacked.
Place two crucial commands inside this function: [ul] [*]game.game:GetActivePlayer():SetAnimStyle('melee','BatStyle') [*]game.game:GetActivePlayer():ModelToHands(true, -1, 32) [/ul] [/li] [*]Test it in the game. When the function is called, you should get model in hand (seemingly no animstyle change). The model may be wrongly oriented, but will be there.
Go and make melee mayhem. Model fixes itself upon entering another close combat duel and furthermore, change of animstyles takes place, so you can finally beat your victim with a bat like a bo.like a Mafia wiseguy B) [/ol] REMEMBER: The way described above is just a placeholder. Goal is a full imiation of close combat weapons mechanics, that means ability to drop weapons in combat when being knocked down and ability to pick them up again. And for that kind of behavior, only Actor items can help us. Have fun, Andrashi. Enums.HumanMessages.DAMAGE ------------ ok enums.HumanMessages.ON_LEAVE_STATIC_WEAPON ---? Enums.HumanMessages.ON_ENTER_STATIC_WEAPON ---?
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