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[IV | REL] Max Payne IV script

16 replies to this topic
julionib
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#1

Posted 05 April 2014 - 04:31 PM

This is a old request by users only possible because of anims made by Boblester :)



The result is not perfect but is very nice IMO

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xNCx
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#2

Posted 05 April 2014 - 10:09 PM

I don't have GTA 4 so no way to test it, but looking on your video, your mod is impressive. Bullet time is always a difference maker. If the "camera on killed person" is also scripted then kudos for you. The only thing which needs improvements are the jump animations.


julionib
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#3

Posted 05 April 2014 - 10:13 PM

thx

the "camera on killed person" is a feature that is triggered when you kill a ped with headshot and there is no close peds (max. 15 dist.)

the jump animation received a little tweak after this video, now the player dont blend with ground and the jump "flow" is more accurate


PacketOVerload_x64Bit
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#4

Posted 05 April 2014 - 10:15 PM

Very cool. What about ragdoll'ing the player at the end before he hits the ground? Gritty. Love it.


julionib
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#5

Posted 05 April 2014 - 10:21 PM

in the begginning of development was like that, but was not good solution because in original games you can still shooting after "landing" on ground, the problem that result in the actual mode is that the impact looks unreal, would be better with ragdoll but :)


hc41
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#6

Posted 06 April 2014 - 12:43 AM Edited by hc41, 06 April 2014 - 12:44 AM.

Good stuff. But, Manhunt script pls.  :colgate:


julionib
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#7

Posted 06 April 2014 - 01:07 AM

yep, manhunt assassinations are evil haha, i love that game


lpgunit
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#8

Posted 06 April 2014 - 01:21 AM

You've just won the internet with this one dude. :)

Prince Gumball
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#9

Posted 06 April 2014 - 03:45 AM

You should convert the shootdodge anims from Max Payne 3 since theyre more realistic, and make the camera shake a bit diring impact with the ground.

Now we just need something like this for SA.

hardsty1e
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#10

Posted 07 April 2014 - 08:31 AM Edited by hardsty1e, 10 April 2014 - 10:05 AM.

can't even believe this!!! stunning work you guys, v1.1 feels alot better :happy:. can other people see your dive animation online if they have it installed on theirs?

 

i've made a script that mimics max payne's multiplayer bullet time, so whoever has the client script could communicate with others on the same server, would this be any use to you?  :beerhat:

 

http://kotaku.com/59...-in-max-payne-3

Spoiler

julionib
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#11

Posted 07 April 2014 - 01:28 PM

i dont know, i never played gta iv multiplayer, never was able to test one of my mods there or see how custom anims would behave, my GFWL dont work and i never tried IV:MP


julionib
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#12

Posted 09 April 2014 - 04:38 PM

cool update:

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Prince Gumball
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#13

Posted 12 April 2014 - 04:47 PM

Found something hilarious on Youtube with this mod


julionib
  • julionib

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#14

Posted 13 April 2014 - 01:04 AM

lol, crazy


Ricebox
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#15

Posted 15 April 2014 - 04:18 AM

Hey man you think you could make the crosshair more like the vanilla GTA one? And also add an option to hide the meter? I'm trying to keep the HUD to a minimum. Thanks!


julionib
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#16

Posted 15 April 2014 - 04:22 AM

the crosshair is based on max payne first game, you can hide the indicator in last version changing offset variables in the .ini file, you can make the crosshair disappear changing UseCustomRes and wrong resolution values in the .ini file


Ricebox
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#17

Posted 15 April 2014 - 05:41 AM

Ah, thank you very much. The crosshair seems pretty static so it'd be cool if you ever support for custom ones. Great work otherwise. Never played Max Payne but it'd be cool if you could also dive out a car and fire like in Sleeping Dogs. Looking forward to what you come up with in the future!





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