Serious Sam 4

Serious Sam 4

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Sirian Mutilator [Resource]
   
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76.847 MB
2 Dec, 2021 @ 9:49am
5 Dec, 2021 @ 9:48am
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Sirian Mutilator [Resource]

Description
The Sirian Mutilator is back!
Functionality ported from SS3, re-animated using SS4 arms.
(ONLY WORKS WITH STOCK SERIOUS SAM PLAYER MODEL!)

Features:
  • Works just like it's SS3 counterpart. Death, destruction and all!
  • Is able to be picked up just like a normal weapon.
  • Does not replace ANY game files.
  • Now contains separate enemy puppets that you can use on your map!

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(NSKuber is now looking at adding CWM support for this weapon!)
Due to the complexity of the weapon, I was not able to submit it to NSKuber's resource pack (as it is technically a Hands weapon, which has no firing mode and is therefore incompatible) and any map that uses this resource needs to be configured to support it in the first place.

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People who have used it in the SS3 editor will know how to configure it, as it's configured largely the same way as it was in SS3!

For the people who haven't used the bracelet before, and/or don't know how to do it, I've added enemy puppets that are set-up to use the bracelet, which you can use on your map directly! They are placed in "Databases/Puppets/SirianBraceletPuppets". They are based on the stock enemy puppet files.

That being said, a quick overview of getting this thing to work.

To use this resource on your map, all you have to do is:
  • Tick "Sirian bracelet" on your Chapter Info entities (otherwise you'll end up with no bracelet, just the hands themselves)
  • Place a Generic Item entity, and for "Item Params" select the "SirianBracelet_Generic.ep" file, which is present in "Databases/Items/Weapons/GenericWeapons/
  • Alternatively, you can give the player the bracelet directly via the "Added Weapons" tag in the Chapter Info entity, using the "SirianBraceletWeapon.ep" file which is present in "Databases/Weapons"
  • When adding in enemies onto your map, make sure to use the puppets placed in "SirianBraceletPuppets" to enable bracelet support. Alternatively, set your own enemies/static objects up.

And that's it!

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However, to make the bracelet be able to interact with custom environment/enemies, there is a bit more work to do...

Enemies will require:
  • A set-up Decapitation Scheme.
  • A Decapitator (any name will do however) child set-up inside of the Children Holder.
  • A DecapitatorRay_Struggle (any name will do however) animation (you can also re-use the current animations) with Generic events titled "GrabRay", "RayPullStart", "RayPullStop" and "ReleaseRay".
  • Also note that not all enemies need the animations events and/or animations! Only the ones that you want to pull/react to the player.
  • A Decapitator Data set-up inside of Destruction Settings/Generic Data. (otherwise gibs won't work)

Static Objects will require:
  • A set-up Decapitation Scheme.
  • A Hook01 (any name will do however) child set-up inside of the Children Holder.
  • A Decapitator Data set-up inside of Destruction Settings/Generic Data.

Before then, please feel free to look at the enemies/models included with this resource that I've made, or simply look at models in SS3 Fusion. They will both have what you need!

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Known Issues:
  • Third-person looking a bit borked. Not much we can do, considering most of the player models are using schemes that do not have the bracelet set-up. Modifying it at the moment is a big no-no.
  • Running animation being broken with Born To Run skill. No fix at the moment.
  • Born To Run skill being semi-broken with this weapon. You CAN sprint and use it, but only if you first walk, shoot and then sprint. No fix at the moment.
  • Only the Serious Sam player model is currently supported. I'm currently looking for a fix for this problem, as it looks like the HandsWeapon entity (which is what this weapon uses) is hard-coded to use the default arm animations and models (which nullifies the changes I've made in this resource pack to make it work correctly, and also doesn't apply them to other arm models). Mind you it will still work with other player models, it will just look completely borked.


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The enemy pack that is included with this resource will be updated at random intervals.
14 Comments
Roosev  [author] 8 Feb, 2022 @ 2:57pm 
I've been told about the bug that happens in regards to the animations being broken when using a player model other than Serious Sam.

I'm already looking for a fix, however I have my own suspicions that it may be a hard-coded issue (aka, engine side). Not sure when (if ever) it will be able to be fixed.

What seems to happen is that when the player model gets changed, instead of only the hands mesh getting changed, the entire weapon arms model is changed by the SS4 base ones (which don't contain the required animations for the weapon). It might be because the weapon entity that is getting used (which is called HandsWeapon) is obviously from SS3, which was never intended to support custom hands the way SS4 does. (and probably didn't get updated functionality compared to the other weapon entities)
Roosev  [author] 17 Jan, 2022 @ 3:32pm 
No probs! If the weapon ever does get CWM support, I will release an enemy replacement pack that will modify all enemies to support the bracelet. Although it could still cause compatibility problems, it should be much more bearable and should make the weapon fully usable.
Tayzor Azul 17 Jan, 2022 @ 3:13pm 
Ah that sounds like a nightmare. Well thanks for clarifying.
Roosev  [author] 17 Jan, 2022 @ 2:58pm 
NSKuber has said that he's looking into creating support for the bracelet. Unfortunately, the way the weapon has been made by Croteam makes it very difficult to integrate into normal gameplay (mostly due to the fact that the weapon relies on enemies being set-up specifically to support the weapon, something that the SS4 enemies are not set-up to do).

The fact that so many files would have to get changed to get it to work in the main campaign means that this could cause pretty big compatibility issues with other mods. And until NSKuber manages to create support for the weapon itself, the only way to use it is to set-up a map and enemies around it.
Tayzor Azul 17 Jan, 2022 @ 2:08pm 
Can you get this in the main Campaign using NS Kuber's weapon management ?
Velnko 16 Jan, 2022 @ 3:43am 
:steamsad:
YeahkeaframPowelleythrage 8 Dec, 2021 @ 6:49am 
ENG(U.S.) A wonderful mod-addon, I willn't say when it appears in the CWM, yeah c'mon, I used enough in the your survival map "Deserted" it would be cool, besides using the Mutilator himself, also a melee like in SS 3 BFE, tearing out the eyes of the Gnaars, the hearts of the Beheadeds, the collapsing of the necks at Clones (in SS 4 the Octanians), and etc. And so stunnin' mod!:TheSeriousBomb:
Velnko 7 Dec, 2021 @ 8:32pm 
Ok :3 :TheSeriousBomb:
Roosev  [author] 7 Dec, 2021 @ 2:30pm 
Из-за характера оружия, Для использования оружия необходимо настроить карту. Поддержка мода CWM должна появиться в ближайшее время.
Velnko 6 Dec, 2021 @ 9:59pm 
Как использовать?Не появляется в таблице с оружием