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#105 January 16, 2012, 10:40:08 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
good job Andrashi


 




Video realized with injector


 




[youtube:poogqpd3]




<div></div>[/youtube:poogqpd3] 




Knife







Quote 




game.game:GetActivePlayer():SetAnimStyle("melee","KnifeStyle")




game.game:GetActivePlayer():ModelToHands(true,-1,22)



 




Police Baton







Quote 




game.game:GetActivePlayer():SetAnimStyle("melee","PolBatStyle")




game.game:GetActivePlayer():ModelToHands(true,-1,28)



#106 January 16, 2012, 11:40:38 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
That good to see. Thanks, Andrashi +1

#107 January 17, 2012, 01:29:45 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
??? ?????  ??? ???? Andrashi!!!


 




??? ???? ?  ??? ?  ??? ??,?????? ?  ??? ?????????  ??? ???!




??? ??  ??? ???  ??? ?????  ???  Freeride!


 




???   ??? ???????  ??? ?? ...(..,-1,..)?

#108 January 17, 2012, 02:51:54 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I've seen the vids from Zahar999 and eXistenZ34 and INCREDIBLE job Andrashi, incredible work, I would love to mess with it myself, wich injector do I use so I can mess with the melee weapons? I have a Steam version of Mafia II and it has the latest patch, any help is greatly appreciated.

#109 January 17, 2012, 05:55:58 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Quotegood job Andrashi 




Video realized with injector


 









<div class="ipsEmbeddedVideo"><div></div>  




Knife







<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="1326" data-ipsquote-contentclass="forums_Topic">

 




game.game:GetActivePlayer():SetAnimStyle("melee","KnifeStyle")




game.game:GetActivePlayer():ModelToHands(true,-1,22)



 




Police Baton







Quote 




game.game:GetActivePlayer():SetAnimStyle("melee","PolBatStyle")




game.game:GetActivePlayer():ModelToHands(true,-1,28)



</div></blockquote>

 




So can you explain us how exactly can do this? Thank you!!

#110 January 17, 2012, 07:53:58 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Andrashi




Thank you very, very much for it   <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">  But somethimes (I think that after first active of script) game use animation style of Vito adapted for each melee weapon...I have tried it and here is a video:









<div></div>

 


 




existenZ34




Can you implement melee weapons into FR 3.0? I think that it is possible to make that melee weapons be showed in the inventory...What do you think?

#111 January 17, 2012, 09:35:13 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thank you so much Andrashi for your hard work, I would LOVE, LOVE, LOVE to see you redo ROTH with the Melee Weapons!!!

#112 January 17, 2012, 11:08:47 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
in the inventory, It is no longer possible since update 1.


 




we need C + + programmer to modify mafia2.exe


 




we'll find alternative solution, but it does not look as good as the original.


 




for expert




I need all the known HumanMessage



 







Quoteenums.HumanMessages.DAMAGE
<hr class="bbcode_rule" />
ok

enums.HumanMessages.ON_LEAVE_STATIC_WEAPON --- ?




enums.HumanMessages.ON_ENTER_STATIC_WEAPON --- ?




enums.HumanMessages.ENTER_VEHICLE
<hr class="bbcode_rule" />
ok




enums.HumanMessages.LEAVE_VEHICLE
<hr class="bbcode_rule" />
ok




enums.HumanMessages.ON_OWNER_CHANGE
<hr class="bbcode_rule" />
?




enums.HumanMessages.HUMAN_GARAGE_ENTER
<hr class="bbcode_rule" />
ok




enums.HumanMessages.HUMAN_GARAGE_LEAVE
<hr class="bbcode_rule" />
ok




enums.HumanMessages.ON_BOUNCE
<hr class="bbcode_rule" />
?




enums.HumanMessages.ON_PUNCH
<hr class="bbcode_rule" />
?




enums.HumanMessages.SCRIPT_CONTROL
<hr class="bbcode_rule" />
?




enums.HumanMessages.ANIM_NOTIFY
<hr class="bbcode_rule" />
?




enums.HumanMessages.AI_CONTROL
<hr class="bbcode_rule" />
?




enums.HumanMessages.ON_SHOOT
<hr class="bbcode_rule" />
ok




enums.HumanMessages.PLAYER_AIM_ENTER
<hr class="bbcode_rule" />
?




enums.HumanMessages.CLOSE_COMBAT_START
<hr class="bbcode_rule" />
?




enums.HumanMessages.AIM
<hr class="bbcode_rule" />
?








 




I do not need a response fashion COSTA.. .. response of Costa there a very long time there are many more

#113 January 18, 2012, 01:12:31 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Is it possible, to play the Steam version in the first version? Include in the download the original game patch, and modify the files on top, or is that not possible at all? Thanks though eXistenZ34 for sharing the information.

#114 January 18, 2012, 07:54:01 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
My, my, what a mayhem   <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20">


 




Everybody, listen. While this little discovery looks and plays nice, it is still miles away from full emulation of melee weapon mechanics, which were once present in the game. No need to praise me that much. Praise me all you want after I deliver something worth it.


 




Now for something interesting regarding GDS 2009 video:


 




<div class="ipsSpoiler_header">



 




I carefully watched once again the infamous GDS 2009 demo, part where melee weapon is being used in combat (guard with baton). For me it seems to that even 2K Czech used some sort for workaround for melee weapons at that time. Several playthroughs of that mission exist, yet in none of them is shown one (for us) crucial feature: ability to PICK UP THE BATON and use it against the guard. Now why not to present such a feature to the press, media and public, when the demo was basically stuffed with demonstrations of as much gameplay mechanics as possible?


 




My answer is: simply because the baton was faked somehow and it was not possible to pick it up.




Important question is: are we able to go even further then devs themselves?


 




</div>

 


 




And here we go with reactions & replies:


 




<div class="ipsSpoiler_header">



 




Meaning of values in LUA command ModelToHands:




ModelToHands(visible true/false, left hand weapon_ID, right hand weapon_ID)




If "-1" is for either left or right hand item, said hand remains empty. Weapon IDs are inside "tables.sds" file, in "table0_bin", in a table which is named "Weapons.tbl".


 


 




MikeBruski




I am working with Czech Special Extended Edition version of Mafia II. That means I run latest patches which remove some JA DLC content (Rocco's hotel, Printery) and disable some stuff. But that ensures these mods are playable even with official Steam Mafia II.


 




There is no way to play Steam Mafia II basic version. I tried, but Steam forces update. You can cancel the update, but Steam then disables the game (you cannot play it) and shows you warning that the game needs to be updated for your convenience before you can run it.


 




Also Mike, ROTH mod will be updated only if I gain access and knowledge large enough to modify and rescript storyline missions.


 


 




MetalCat




CZ:




NevÃÆím, na co narÃÆáÃâ¦Ã¾ÃÆíÃâ¦Ã¡   <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">  . Jestli na to co myslÃÆím, tak to nelze vylou?it, ale siln? pochybuji, Ãâ¦Ã¾e hra hra sama vybÃÆírÃÆá vhodnÃÆé anima?nÃÆí sety "dle zbran?" jen kv?li pouÃâ¦Ã¾itÃÆí p?ÃÆíkazu ModelToHands. Ten p?ÃÆíkaz pouze a jenom p?i?adÃÆí model do ruky, nic vÃÆíc. Zm?na AnimSetu se d?je p?ÃÆíkazem SetAnimStyle.


 




EN:




No idea what you are talking about. I cannot rule it completely out, but I firmly doubt in this case (ModelToHands used) engine automatically picks AnimSets based on a weapon model in character's hand. ModelToHands only makes a selected model show in a selected hand, nothing more. AnimSet is changed via SetAnimStyle command.


 


 




eXistenZ34




I will help you as soon as I get back to modding PC. For starters: CLOSE_COMBAT_START and CLOSE_COMBAT_STOP do not work the way it seems they should, at least that is conclusion of my experiements   <img src="/wp-content/uploads/invision_emoticons/sad.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/sad@2x.png 2x" width="20" height="20">  . But since 2K used them (Butcher brawl, Eric brawl), they should be working. That means there's probably some trick behind their use.


 




</div>

 


 




Andrashi

#115 January 18, 2012, 03:16:12 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thank you for the nice reply's, and that is weird as it appears you have proof that it was all forged in the video's upon the use of the baton in the GDS 09, I would honestly love it if we could go farther than the dev's but I guess time will tell, I wish you the best Andrashi and thank you so, so, so much for your hard efforts. You keep making Mafia II's gameplay so much better.


 




I look forward to seeing another ROTH, your first ROTH mod is incredible, just the only problem is as I always say, the camera while walking is a pain, but I love the camera in cover.

#116 January 18, 2012, 08:31:38 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I see big progress in implementing melee weapons into Mafia 2. Good work, guys.

#117 January 19, 2012, 04:08:17 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Andrashi


 




You have a backup of the Wiki (LUA commands) of  Mafia-Empire, I regret very much not to have copied.


 




I have it of "Mafiascene.com" (IMG format), but it is far less comprehensive and detailed.




http://www.multiupload.com/60BPLSGPL9


 




Test melee weapons N̡̉2



 









<div></div>  




Problem, have to try resolve "SetDamageMultiplier"


 




and also when we started a fight, If you change weapon civilian panic and crouched.

#118 January 19, 2012, 05:22:53 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
MafiaEmpire wiki is a good touch, but we need something more complete. I am currently working on a list of HumanMessages enumerations as you requested, it should be done today or tomorrow.


 




SetDamageMultiplier does not work on player, because player character does not use melee archetype from civilian.xml in "tables.sds". Well to be correct it uses, but it takes only melee animset from it. Damage dealt by player character is set in human2config.xml in "ingame.sds". Blame 2K for this mess  :lol: .


 




Another issue you mention is simply something we will have to put up with. "Prazdne ruce" (empty hands) is the one and only weapon capable of entering a melee duel. Any other weapon breaks melee duel. I guess you are using "squeegee" item as a trigger to change faked melee weapon in hands. Well that will also break melee duel and currently I have no workaround up my sleeve. Will try some luck with HEXstuff, snooping in human_items.tbl file.


 




BTW we are yet to tackle another issue - what if we want melee weapons to be changed dynamically in a fight? On NPC side there are no problems, but player character has to be something diferent again and does not adjust animset immediately but has to go outside of close combat, switch animsets, enter close combat again. Now that will be something to solve...


 




Andrashi

#119 January 20, 2012, 04:28:46 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
For now a good way to change melee weapons is using keybinds with the injector.


 




example


 




F12


 







<pre class="ipsCode">bindKey ("I","game.game:GetActivePlayer():SetAnimStyle("melee","KnifeStyle")game.game:GetActivePlayer():ModelToHands(true,-1,22)")

bindKey ("J","game.game:GetActivePlayer():SetAnimStyle("melee","PolBatStyle")game.game:GetActivePlayer():ModelToHands(true,-1,28)")</pre>