Manhunt 2 Tutorials: Add head explosion to any execution

by Sor3nt in March 30, 2019 10:19
reply

Tutorial taken from ModDB Credits: TheMoonRobot

1. Unpack resource3.glg (You can use MHT to extract it)

2. Open resource3.glg with a text editor

3. Search for the execution you want to edit

4. Add EXECUTE_HEAD_EXPLODE_TIME at the end of the execution line

 

For example: Here's the shard execution for the TV Studio level:

RECORD Shard_(CT)
CLASS EC_WEAPON
COLLECTABLE_TYPE CT_SHARD
ANIMATION_BLOCK EntityAnims
HOLSTER_SLOT BELT_LEFT
MODEL Shard_(CT)
WEAPON shard
KICK_WEAPON kick_blade
OBSTRUCT_WEAPON obstruct_melee
COLLISION_DATA GenCollectable
PHYSICS COLLECTABLE_PHYS
HOTSPOT_RADIUS 0.75
LOD_DATA 0,50,0,-1
FIRE_SPEED 1.0f
SELECT_DELAY 0.067
HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447
HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711
DISPLAY_SCALE 1.5
MODEL_DISPLAY_ANIM Shard_Spin_W
BND_SPH_BOOST 3.0
DESTRUCT_AFTER_NUM_USES 4
DESTRUCT_EFFECT FXBCERM
DESTRUCT_SOUND SHARD_DESTRUCT
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.466
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 4.93333
EXECUTE_TVP EXEC_SHARD_JUMP_ANIM
EXECUTE_MODEL_ANIM Knife_Sneak_Attack1_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 180
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.9
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.3
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_MODEL_ANIM Knife_Sneak_Attack2_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION -15
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.0
EXECUTE_TVP EXECUTE_SHARD3
EXECUTE_MODEL_ANIM Knife_Sneak_Attack3_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 150
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 6.66
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 0
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_MODEL_ANIM Knife_Sneak_Attack4_W
EXECUTE_FACE_EXPRESSION_TIME 1.07
EXECUTE_HEAD_EXPLODE_TIME 5.07
END

Notice there are four executions, separated by the words "NEXT_EXECUTION", they are separated in this order:

Jump
NEXT_EXECUTION
Hasty
NEXT_EXECUTION
Violent
NEXT_EXECUTION
Gruesome

 

The Jump execution does not have "NEXT EXECUTION" in front of it because it is first.

 

On the Gruesome execution notice how the last line (before END) reads "EXECUTE_HEAD_EXPLODE_TIME 5.07", this causes the head to explode at 5.07 seconds - this is the timing that the shard shatters (may be off if you are not using Megahoffs beta).

 

Now, if you wanted to make the head explode for any environmental execution you MUST put ENV in front of EXECUTE_HEAD_EXPLODE_TIME so it looks like ENV_EXECUTE_HEAD_EXPLODE_TIME 

 

Here's the 2nd toilet execution:

RECORD toilet_env_exec
CLASS EC_BASIC
ANIMATION_BLOCK toilet
MODEL toilet_env_exec
COLLISION_DATA toilet_env_exec
LOD_DATA 0,20,0,-1
MATERIAL MATERIAL_CERAMIC
ARMOUR_CLASS ARM_INVULNERABLE
HIT_POINTS 100
ENV_EXECUTE_FACE_EXPRESSION_TIME 0.75
ENV_EXECUTE_HEAD_EXPLODE_TIME 10.37
LOCKED 
END

 

Again, the timing may be off if you are not using Megahoffs beta executions

 

5. Save resource3.glg

6. (Optional) Pack resource3.glg

**BONUS**

You can put EXECUTE_HEAD_SEVER_TIME/ ENV_EXECUTE_HEAD_SEVER_TIME to make the head fall off instead of explode

 




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Can this be done on the psp?



Well I opened a file that's called TVP and it says something called vec pair.. with a bunch of numbers ..



 

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Yep u can do any ini/glg Mods also for PSP, the TVP are "Timed Vector Pairs" for the execution Camera angles, not related to the Topic.

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so how do i do it,trying to implement this kinda settings but idk how m8

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