script, maybe someone needed.
Callback_StartGameType()
Code:
thread [...]\_lostHelmet::init();
callback_playerDamage
Code:
self thread [...]\_lostHelmet::popHelmet();
Callback_playerKilled
Code:
dopop = false;
// Check for headpopping
switch(sHitLoc)
{
case "head":
case "helmet":
self thread Splatter_View();
if( randomInt(100) < level.awe_pophelmet && !self.awe_helmetpopped)
self popHelmet( vDir, iDamage );
if( level.awe_popheadbullet && sMeansOfDeath != "MOD_MELEE" && (awe\_util::isWeaponType("rifle",sWeapon) || awe\_util::isWeaponType("sniper",sWeapon) || awe\_util::isWeaponType("turret",sWeapon)) )
dopop = true;
break;
default:
break;
}
iprintln("sMoD:"+sMeansOfDeath + " iDmg:" + iDamage + " sHL:" + sHitLoc);
switch(sMeansOfDeath)
{
case "MOD_MELEE":
if(level.awe_popheadmelee && iDamage>=100 )
dopop = true;
break;
case "MOD_PROJECTILE":
case "MOD_PROJECTILE_SPLASH":
case "MOD_GRENADE_SPLASH":
case "MOD_EXPLOSIVE":
if(level.awe_popheadexplosion && iDamage>=100 )
dopop = true;
break;
default:
break;
}
if(dopop)
{
if(randomInt(100) < level.awe_pophead && !self.awe_headpopped)
self [...]\_lostHelmet::popHead( vDir, iDamage);
else if(randomInt(100) < level.awe_pophelmet && !self.awe_helmetpopped)
self [...]\_lostHelmet::popHelmet( vDir, iDamage);
}
.cfg
Code:
// Pop helmets (0 = off, other value = chance in percent that helmet will pop) (default 50)
//set awe_pophelmet "50"
// Pop heads (0 = off, other value = chance in percent that head will pop) (default 0)
//set awe_pophead "0"
// The following cvars controls which things trigger the pophead code (0 = off, 1 = on) (default 1)
//set awe_pophead_bullet "1" // rifles, snipers and turrets
//set awe_pophead_melee "1" // Melee
//set awe_pophead_explosion "1" // Explosions
scripts in attachment. I think that's all. In my mod works
(awe: util.gsc + _losthelmet.gsc)
losthelmet.rar