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- Oct 5, 2010
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This is actually my first release that deals with source files. I have test this as well as one of my friend on Skype tested it, God Of Sun. He told me it is pretty useless to release this, but who cares. A change would be useful in my perspective. This release is just the basic of the hit marker that is similar to Call of Duty. There are couple edits that you need to apply before using this.
Source edits
Client edits
Preview:
Download:
Credits:
~ Me: Mesh files, a little edit in the God's source edits ('>=0')
~ God Of Sun: Finding the source edits (fully)
Note: My animate of ef_hit.elu fades away in 0.5s I believe. Kinda slow if you ask me.
Source edits
ZGame.cpp
Find:
Code:if(pTargetCharacter->GetStatus().Ref().nCombo<2) { // hit ÀÌÆåÆ® ZGetScreenEffectManager()->AddHit(); }
Replace:
Code:if(pTargetCharacter->GetStatus().Ref().nCombo>=0) { //hit_target.tga.dds if(ZGetGame()->m_pMyCharacter->GetItems()->GetSelectedWeaponParts() != MMCIP_MELEE) ZGetScreenEffectManager()->AddHit(); }
Client edits
1. Replace your fx_myhit.wav (effect.mrs) with the one that I uploaded. This just basically make the sound as CoD's hits. I think I need to make it a bit louder, but you can do that on your own if you know how to deal with audio files.
2. Replace your ef_hit.elu and ef_hit.elu.ani with the one in this release in your combat folder (default.mrs). You don't have to change anything with your hit.tga.dds because it will mainly use hit_target.tga.dds (also add it in your combat folder).
Preview:
Download:
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Credits:
~ Me: Mesh files, a little edit in the God's source edits ('>=0')
~ God Of Sun: Finding the source edits (fully)
Note: My animate of ef_hit.elu fades away in 0.5s I believe. Kinda slow if you ask me.
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