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 "Real" Coma state [MOD REQUEST] 
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Hi there,

Do you know any way to put models in real coma state ? By "real" I mean without head tracking or any reaction that we can see in the "puppet" state?

Thanks and sorry for my english.


Tue Feb 02, 2016 5:31 pm
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Yes it is possible I'm making something like that a little bit later and ill release the code if someone does not beat me to it

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Wed Feb 03, 2016 12:22 am
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Thanks for Every mod you do for the community!


Wed Feb 03, 2016 11:29 am
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Code:
SetFocusDirect(false);

set_main_focus(NONE);
       
loc.sf.type = LOOK;
loc.sf.head = false;                
SetFocusType(loc.sf);
      
SetEyeState(CLOSED);


These will make it so she does not look at you and her eyes are closed

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Wed Feb 17, 2016 7:04 am
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Thanks Eskarn! Can you please tell us the path of the file to edit?


Wed Feb 17, 2016 11:53 am
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To try this:

in \pack_dungeon\init\std\template\char\brain\code\run\puppet0_state.dat (for Dungeon EX, not sure where the file is from)

add
Quote:
SetFocusDirect(false);

set_main_focus(NONE);

loc.sf.type = LOOK;
loc.sf.head = false;
SetFocusType(loc.sf);

SetEyeState(CLOSED);


after loc.state.pose_id = 0;

(This could be made into a new pose of course)

Sadly, the springs in her neck are still stiff, can't they be disabled somehow?


Wed Feb 17, 2016 9:40 pm
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riftporn wrote:
To try this:

in \pack_dungeon\init\std\template\char\brain\code\run\puppet0_state.dat (for Dungeon EX, not sure where the file is from)

add
Quote:
SetFocusDirect(false);

set_main_focus(NONE);

loc.sf.type = LOOK;
loc.sf.head = false;
SetFocusType(loc.sf);

SetEyeState(CLOSED);


after loc.state.pose_id = 0;

(This could be made into a new pose of course)

Sadly, the springs in her neck are still stiff, can't they be disabled somehow?



yea i did it a little differently and forgot to mention how

Code:

loc.res = pose_state();
[loc.res] return;

case (state.dyn.me.do.state2)
{
  [START1]
{
loc.sp.pose_type = CHAINS;
loc.sp.pose_id   = 0;
SetPose(loc.sp);
SetGesture(CHAINS_MOVE);
do_set_timer(30);
state.dyn.me.do.state2 = KNOCKEDOUT;

SetFocusDirect(false);
 set_main_focus(NONE);
loc.sf.type = LOOK;
loc.sf.head = false;                
SetFocusType(loc.sf);
SetEyeState(CLOSED);

}

[KNOCKEDOUT]
{
    loc.ts = GetTs();
[loc.ts < state.dyn.me.do.ts] return;


 // Get locked top
loc.go.obj  = CHAIN21;
loc.go.par  = CHAINS_GET_CHAINED_TOP;   
loc.locked0 = GetObject(loc.go);

// Get locked to rig0
loc.go.obj = CHAIN21;
loc.go.par = CHAINS_GET_CHAINED_RIG0;   
loc.locked1 = GetObject(loc.go);

// Get locked to rig1
loc.go.obj = CHAIN21;
loc.go.par = CHAINS_GET_CHAINED_RIG1;   
loc.locked2 = GetObject(loc.go);

 // If legs locked
[loc.locked0 | loc.locked1 | loc.locked2]
{
do_set_timer(5);
talk.s = "Why am in in chains";
   state.dyn.me.do.state2 = KNOCKEDOUT2;
   
SetFocusElem(FACE);
// Reset focus mode
SetFocusMode(NONE);

// Reset focus object
SetFocusObj("#MAIN");


   SetEyeState(OPEN);

}
else
{
   state.dyn.me.do.state2 = FINISH;

   talk.s = "What the hell did you knock me out for";

   SetFocusElem(FACE);

// Reset focus mode
SetFocusMode(NONE);

// Reset focus object
SetFocusObj("#MAIN");


   SetEyeState(OPEN);
}
 
}


[KNOCKEDOUT2]
{
    loc.ts = GetTs();
[loc.ts < state.dyn.me.do.ts] return;


 // Get locked top
loc.go.obj  = CHAIN21;
loc.go.par  = CHAINS_GET_CHAINED_TOP;   
loc.locked0 = GetObject(loc.go);

// Get locked to rig0
loc.go.obj = CHAIN21;
loc.go.par = CHAINS_GET_CHAINED_RIG0;   
loc.locked1 = GetObject(loc.go);

// Get locked to rig1
loc.go.obj = CHAIN21;
loc.go.par = CHAINS_GET_CHAINED_RIG1;   
loc.locked2 = GetObject(loc.go);

 // If legs locked
[!loc.locked0 & !loc.locked1 & !loc.locked2]
{

   state.dyn.me.do.state2 = FINISH;
talk.s = "Finally im free from those chains";

}
else
{
do_set_timer(5);

}
 
}


  [FINISH]
  {

  SetGesture(CHAINS_FALL1);
   
    // Take on fall pose
    loc.state.pose_type = CHAINS_FALL;
    loc.state.pose_id   = 0;
    SetPose(loc.state);
          do_set_timer(1);
   state.dyn.me.do.state2 = FINISH2;

  }
 
  [FINISH2]
  {
    loc.ts = GetTs();
[loc.ts < state.dyn.me.do.ts] return;

SetGesture(NONE);
      
    // Take on quad pose (pivots fall)
    loc.state.pose_type = CHAINS_QUAD;
    loc.state.pose_id   = 0;
    SetPose(loc.state);
             do_set_timer(1);

   
      state.dyn.me.do.state2 = FINISH3;
  }
   [FINISH3]
  {
    loc.ts = GetTs();
[loc.ts < state.dyn.me.do.ts] return;

         state.dyn.me.do.state2 = NOTHING;
  SetGesture(NONE);

// Reset task
  state.dyn.me.do.state  = MOVE0;
   state.dyn.me.do.state2 = START1;
   state.dyn.me.do.state3 = STAND;

  }
}



Basically when triggered (mines from on_hit so when ran into)
make them fall over then go to KNOCKOUT state and when they wake up if the chains are in use then go to KNOCKOUT2 and wait until the chains are no longer in use
and reset the head when they wake up
If you don't want them to wake up then remove the state.dyn.me.do.state2 = KNOCKEDOUT; and trigger the FINISH another way



Then in the char_base set find "type = CHAINS_MOVE;"
and set the springs to 0 and they will be completely ragdoll


Hope this helps

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Thu Feb 18, 2016 7:50 am
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Quote:
Then in the char_base set find "type = CHAINS_MOVE;"
and set the springs to 0 and they will be completely ragdoll


Could you elaborate this? This wont make the neck springs lose, will it?


Thu Feb 18, 2016 1:47 pm
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riftporn wrote:
Quote:
Then in the char_base set find "type = CHAINS_MOVE;"
and set the springs to 0 and they will be completely ragdoll


Could you elaborate this? This wont make the neck springs lose, will it?

This just makes it so there's no resistance the entire body is limp

Hm her head does say a little bit stiff oh well don't think i can fix that

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Thu Feb 18, 2016 11:54 pm
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Joined: Sun Jun 22, 2014 3:46 pm
Posts: 1094
@eskarn is it possible to combine the coma state with your orgasm system means do more the orgasm bar goes up do more the body gets limp ?


Mon Feb 29, 2016 7:07 pm
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