Reply To: MAFIA II – melee weapons
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My, my, what a mayhem
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Everybody, listen. While this little discovery looks and plays nice, it is still miles away from full emulation of melee weapon mechanics, which were once present in the game. No need to praise me that much. Praise me all you want after I deliver something worth it.
Now for something interesting regarding GDS 2009 video:
I carefully watched once again the infamous GDS 2009 demo, part where melee weapon is being used in combat (guard with baton). For me it seems to that even 2K Czech used some sort for workaround for melee weapons at that time. Several playthroughs of that mission exist, yet in none of them is shown one (for us) crucial feature: ability to PICK UP THE BATON and use it against the guard. Now why not to present such a feature to the press, media and public, when the demo was basically stuffed with demonstrations of as much gameplay mechanics as possible?
My answer is: simply because the baton was faked somehow and it was not possible to pick it up.
Important question is: are we able to go even further then devs themselves?
And here we go with reactions & replies:
Meaning of values in LUA command ModelToHands:
ModelToHands(visible true/false, left hand weapon_ID, right hand weapon_ID)
If “-1” is for either left or right hand item, said hand remains empty. Weapon IDs are inside “tables.sds” file, in “table0_bin”, in a table which is named “Weapons.tbl”.
MikeBruski
I am working with Czech Special Extended Edition version of Mafia II. That means I run latest patches which remove some JA DLC content (Rocco’s hotel, Printery) and disable some stuff. But that ensures these mods are playable even with official Steam Mafia II.
There is no way to play Steam Mafia II basic version. I tried, but Steam forces update. You can cancel the update, but Steam then disables the game (you cannot play it) and shows you warning that the game needs to be updated for your convenience before you can run it.
Also Mike, ROTH mod will be updated only if I gain access and knowledge large enough to modify and rescript storyline missions.
MetalCat
CZ:
NevÃÆÃÂm, na co narÃÆÃ¡Ãâ¦ÃÂ¾ÃÆÃÂÃâ¦Ã¡
” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> . Jestli na to co myslÃÆÃÂm, tak to nelze vylou?it, ale siln? pochybuji, Ãâ¦Ã¾e hra hra sama vybÃÆÃÂrÃÆÃ¡ vhodn̮̩ anima?nÃÆÃ sety “dle zbran?” jen kv?li pouÃâ¦Ã¾itÃÆÃ p?ÃÆÃÂkazu ModelToHands. Ten p?ÃÆÃÂkaz pouze a jenom p?i?adÃÆÃ model do ruky, nic vÃÆÃÂc. Zm?na AnimSetu se d?je p?ÃÆÃÂkazem SetAnimStyle.
EN:
No idea what you are talking about. I cannot rule it completely out, but I firmly doubt in this case (ModelToHands used) engine automatically picks AnimSets based on a weapon model in character’s hand. ModelToHands only makes a selected model show in a selected hand, nothing more. AnimSet is changed via SetAnimStyle command.
eXistenZ34
I will help you as soon as I get back to modding PC. For starters: CLOSE_COMBAT_START and CLOSE_COMBAT_STOP do not work the way it seems they should, at least that is conclusion of my experiements
” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/sad@2x.png 2x” width=”20″ height=”20″> . But since 2K used them (Butcher brawl, Eric brawl), they should be working. That means there’s probably some trick behind their use.
Andrashi
