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help with dml script to remove severed body parts
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Topic:
help with dml script to remove severed body parts
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denialol
#0
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26. December 2021, 17:32:36
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I usually save to GAM files, but I heard it is wasteful and risks compatibility issues. So, how do I apply the HasRefs:FALSE property to Gore and its descendants without modifying any GAM files and just using DML?
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Last Edit: 26. December 2021, 17:44:22 by denialol
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voodoo47
#1
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26. December 2021, 17:47:48
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Quote by gamesys.dml:
DML1
+ObjProp -197 "RenderType" = "Not Rendered"
save txt as gamesys.dml and place it into any modfolder to be applied once the game exe is launched. to get a proplist.txt with all the available props, fire up the editor and type
dump_props_full
into the command window (lower right corner) and hit enter. going through the dml documentation in the NewDark docs folder is recommended. also
this
.
note - has refs will actually not help you, as it's a non-inheritable prop. rendertype not rendered seems to be the way here.
[moargoar.PNG expired]
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Last Edit: 26. December 2021, 21:53:16 by voodoo47
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denialol
#2
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26. December 2021, 18:06:40
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voodoo47
Your script worked, however I can still hear a head in ENG2 splattering against the ground. Perhaps I'll have to cancel out the script that spawns the head using dml. (it's a tripwire)
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voodoo47
#3
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26. December 2021, 18:20:12
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yes, the prop makes them not rendered/invisible. so technically, they still exist.
you could either break the emitter on eng2 by creating a map dml the would do it, or make every head that spawns delete itself upon creation (see tweq/delete -> stop tweq/sim, deletestate on. that would go onto the severed head archetype, and into gamesys.dml). there are always multiple ways of doing something.
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Last Edit: 26. December 2021, 18:29:59 by voodoo47
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