675a0080120b2

675a008013bcb
1 Guest is here.
 

675a008013fb6denialol

675a008014016
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?
« Last Edit: 26. December 2021, 17:44:22 by denialol »

675a008014314voodoo47

675a00801436a
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]
« Last Edit: 26. December 2021, 21:53:16 by voodoo47 »

675a008014646denialol

675a0080146a0
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)

675a008014784voodoo47

675a0080147d1
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.
« Last Edit: 26. December 2021, 18:29:59 by voodoo47 »
1 Guest is here.
But perhaps I can just enjoy the neon murder.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
675a0080179e7