Jump to content

Recommended Posts

Head gore Mod v1.1 by MrSanchez
369564fe5205bac59b917ec0c9a7faf6.png
 
Info
This mod adds an extra bit of gore into ArmA 3.
It allows you to burst people's heads with a powerful enough weapon.
 
The mod is configurable using a module found under Editor -> Modules -> MrSanchez -> Headgore
 
In the module settings you're able to change:
  • The caliber needed for decapitation (to e.g. change .408 req to 5.56mm)
  • The chance decapitation may occur
  • The amount of time gibs stay visible
  • The influence wearing a helmet has upon the decapitation requirements
 
It is multiplayer compatible. It must be run server & client sided if used in MP.
The mod is also compatible with the Zombies & Demons mod which will have this head gore feature natively built in.
If you intend to play singleplayer I highly recommend the modification "Blood Lust" by zooloo75, it works extremely well when combined with this.
 
Known Issues
- A few lines in the RPT referencing a texture was not found upon decapitation
 
Change log
v1.1:
ADDED: New head-remainder model (thanks to Ryan & Katie)
FIXED: Compatibility issues with (ACE) revive scripts (no more headless walking humans)
 
v1.0:
Initial Release
 
Requirements
- None
 
Terms
You're not allowed to use this modification on monetized servers or use it for any commercial purposes.
Since it is a small modification, do not publicly redistribute it in other modpacks or on the workshop, this includes modifying and redistributing it.
I however allow this mod to be redistributed on Play withSix & ArmAholic.
 
Downloads

v1.1:

Dropbox

Steam Workshop

 
Credits
Ryan - For edited sounds & being a nice supportive bogan ❤️
 
 
Media
 
(Yet again, the blood decal textures are part of the amazing Blood Lust mod by Zooloo.
 
If you have feedback or bugs to report, I'd be glad to hear them.
Have fun.
 
Kind regards,
Sanchez
  • Like 9

Share this post


Link to post
Share on other sites

WOOOO! Will have to try this out! Epic vid!

Share this post


Link to post
Share on other sites

Awesome!!!! Thanks for sharing!

Share this post


Link to post
Share on other sites

Between this and Bloodlust, I feel sorry for all the medic's out there....... :lol:

 

Thanks for sharing MrSanchez.

  • Like 1

Share this post


Link to post
Share on other sites

Between this and Bloodlust, I feel sorry for all the medic's out there....... :lol:

 

Thanks for sharing MrSanchez.

 

If anything they should be thanking MrSanchez too because this probably makes their triage much easier

 

"If he doesn't have a head anymore, I probably can't help him."

Share this post


Link to post
Share on other sites

Haha thanks for the comments guys ;)

 

Hope you guys enjoy it.

I'll definitely still be working on it, maybe adding a couple features or so.

Heck, Bad Benson just suggested a feature to shoot the helmet off which is actually quite interesting so I'll probably work on that next.

 

Kind regards,

Sanchez

  • Like 3

Share this post


Link to post
Share on other sites

Haha thanks for the comments guys ;)

 

Hope you guys enjoy it.

I'll definitely still be working on it, maybe adding a couple features or so.

Heck, Bad Benson just suggested a feature to shoot the helmet off which is actually quite interesting so I'll probably work on that next.

 

Kind regards,

Sanchez

 

 

Awww yeaa!! BadBenson showed me his helmet shooting off script, and it looked great!

  • Like 2

Share this post


Link to post
Share on other sites

This mod is really good but i found a small bug:

 

Tank/IFV Guns aren't causing any effects.

I shot multiple CUP Takistanis with the 25mm Bushmaster of the LAV 25 without any effect.

 

The 120mm from the RHS M1A2 TUSK II got no effect too

Share this post


Link to post
Share on other sites

This mod is really good but i found a small bug:

 

Tank/IFV Guns aren't causing any effects.

I shot multiple CUP Takistanis with the 25mm Bushmaster of the LAV 25 without any effect.

 

The 120mm from the RHS M1A2 TUSK II got no effect too

 

Will do some testinks now.

  • Like 1

Share this post


Link to post
Share on other sites

Awww yeaa!! BadBenson showed me his helmet shooting off script, and it looked great!

So with a headshot with a helmet it can knock the helmet off and with no helmet it's the full gore and that is all based on caliber... that would be pretty epic

Share this post


Link to post
Share on other sites

This mod is really good but i found a small bug:

 

Tank/IFV Guns aren't causing any effects.

I shot multiple CUP Takistanis with the 25mm Bushmaster of the LAV 25 without any effect.

 

The 120mm from the RHS M1A2 TUSK II got no effect too

 

https://gyazo.com/a1eb000b133b12581414976fe9ed9322

 

CUP Takistani militia and a 25mm bushmaster LAV25. Heads are exploding just fine...can you reproduce it?

 

Nvm seems to be a bug with HE ammo...I'll look into it. AP ammo works fine though it looks like.

Share this post


Link to post
Share on other sites

This mod is really good but i found a small bug:

 

Tank/IFV Guns aren't causing any effects.

I shot multiple CUP Takistanis with the 25mm Bushmaster of the LAV 25 without any effect.

 

The 120mm from the RHS M1A2 TUSK II got no effect too

 

In the next version I will add a factor for explosive damage, it seems like HE ammo has a low 'caliber' property defined thus not making it past the "high enough caliber" check.

 

If you place a module and then set the Head Capitation requirement to Medium weapons. That's low enough for HE ammo to decapitate.

 

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

I actually dreamed this feature was implemented by the Devs not too long ago, I was pretty happy, but then I woke up. Thank you MrSanchez.

Share this post


Link to post
Share on other sites

I have needed this for FAR too long... 

I swear i'm a nice person :P

Thanks dude, you're awesome!

Share this post


Link to post
Share on other sites

That's what I call gore, if we could only have dismemberment for limbs by BI...

No fa®bullshitting around so lets full pressure on BI to make it happen?

Share this post


Link to post
Share on other sites

Considering the state of political correctness in this day and age and the tendency for people to blame anything but the individual for their behaviour...

I highly doubt BI would go near it with a ten foot pole... not even including their own internal priorities

  • Like 1

Share this post


Link to post
Share on other sites

Yea, it is not like highest priority for BI sure, but like deifning hiddenSelections for soldier models, et cetera in the config... Things to make it work for modders.

Would it be really difficult for pro devs like them?

True although this would still be so cool :P

But oh well can't do much about it.. :/

True ha . What i could heard from the vid you have posted? Something like "shot->ugh->YO!(I'm hurt). Shot->ugh->YO!(my leg blown off!) But seriously. It wouldnt be a pretty thing to be in this position. But would be nice not so to feel the grim of the battle field. Anyway it is a modifiable game, would be nice to make it even more like real combat (than ever before, YO!) :)

And I respect modders that push the boundaries of this engine. Great work!

Share this post


Link to post
Share on other sites

True although this would still be so cool :P

 

But oh well can't do much about it.. :/

Agreed... would love to see that level of detail as well

Share this post


Link to post
Share on other sites

welp thats certainly gruesome, congrats.
 

 

That's what I call gore, if we could only have dismemberment for limbs by BI...
No fa®bullshitting around so lets full pressure on BI to make it happen?

Don't bother, the company has repeatedly and explicitly stated "No" to gore.

Share this post


Link to post
Share on other sites

Froggy Just so you know according to the bis code optimization page using

 

createvehicle [0,0,0]; then using setPosatl ect...

 

is 200 times faster then using

 

creatvehicle _locationvariable;

 

check it out .. im sure that would help. not that your having problems... just a heads up like i said!! love the mod!!

 

and also, use selectrandom instead of BIS_FNC_selectRandom.. 

 

selectRandom is a new engine based randomizer. its a different format. 

 

the difference is simple. you remove the CALL and move the function to the front of the Array. 

 

so instead of [ggg,ggg,ggg] call bis_fnc_selectrandom; 

 

it would be  ...   selectRandom [ggg,ggg,ggg];

 

nm i see you have used select random ... just not everywhere. nm dont mind me... 

  • Like 3

Share this post


Link to post
Share on other sites

Head gore + blood lust = titillatingly GORE-geous game! :D

 

 

Thanks MrSanchez!

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×