Instructions (would be easier if prefabs supported links but oh well):
1. Place the flashLightHeadA.pak file inside the gamecrysis2 folder. 2. In your level, open the prefab library called CUSTOM.xml. 3. Place the flashLightHeadA prefab next to a soldier and extract it all. 4. Link all the flashlight components to the flashLightHeadAProxy object. 5. Link the flashLightHeadAProxy to the AI you want it to be attached to. 6. Go to the flashLightHeadAProxy flowgraph and assign the chosen soldier to the only unassigned flownode.
That's it! After that you can just copy the soldier and all the attached parts will be copied as well. If you just want to copy the flashlight, just unlink it from the soldier.
Note: The flashlights were going to be destroyable but the hitbox proved to be too troublesome :|
Post Topic: Re: [Crysis 2] Helmet-mounted flashlight
Posted 13.05.2012, 20:31
Glad to hear you guys like it!
It's true that the lights are little too intense. That's because the map where I created them uses specific HDR values that darken the level it so they look very bright with a regular TOD. However, they can be easily tweaked so it's not much of a problem
Post Topic: Re: [Crysis 2] Helmet-mounted flashlight
Posted 13.05.2012, 22:22
Not gonna lie, this looks so good. Would love to see it implemented in quality mod or something. Perhaps with some of those great light corona effects for point lights.
Post Topic: Re: [Crysis 2] Helmet-mounted flashlight
Posted 21.05.2012, 17:59
Quote by Tom Yum 72:
Ok,got everything until step 3. I placed it beside the soldier but how to EXTRACT it?
With the prefab selected, take a look at the Rollup bar. In the prefab properties at the bottom there's a button labelled "Extract All".Just click that and you're set