Serious Sam 3: BFE

Serious Sam 3: BFE

144 ratings
Bloody execution for all gnaars
   
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Content: enemies
File Size
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305.309 KB
25 Jun, 2015 @ 6:07pm
1 Change Note ( view )

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Bloody execution for all gnaars

Description
This mod adds in the bloody execution for every other normal gnaar other than the first one that is encountered at the start of the first level. This makes the gnaars to also flail their arms around while blood is flying all over the place before finally collapsing to the ground like the first one in the first level does.

I adjusted the bloody execution animation's speed to almost match the non-bloody one. This mod makes the animation faster by a really really small bit. Heres the animation speeds:

Normal default non-bloody execution: 1,33333208 seconds
This animation replacement: 1,33333186 seconds

Credits goes to croteam for the animation
I only made the animation adjustment and replacement
9 Comments
Standarts 26 Feb, 2017 @ 1:41am 
Thanks sly !
Jefarri Ebonstein 19 May, 2016 @ 8:28am 
MLG
17 Aug, 2015 @ 9:43am 
:steamfacepalm:
Azrael 14 Aug, 2015 @ 12:02pm 
eeeeeeeeee
Clone 22 Jul, 2015 @ 2:24pm 
If you look at early gameplay and trailer, this used to be the default melee animation for all gnaars. It's cool to see it back :)
=[ MASTER74 ]= 7 Jul, 2015 @ 4:37pm 
Awesomatic!
76561198053849755 3 Jul, 2015 @ 5:31am 
f
kaboing  [author] 28 Jun, 2015 @ 7:00am 
@Ryason55: I tought about doing that but it seemed like a better option to adjust the animation speed since the animation is a bit different than the short animation. I dont think it matters a lot which way I made this, since the speed difference probably cant be even noticed in normal gameplay. And this method took less time to make.
Ryason55 28 Jun, 2015 @ 6:48am 
Alternatively, instead of copying over the long animation and adjusting the speed, in the Events Holder for the original short animation, have "New animation" call "GnaarEyeTorned" instead of "AnyAnyAny", move the said animation call to frame 32, and copy over the two HUD Blood Spray events from the long animation to frames 19 and 20 respectively.

This will effectively do the same thing, but the animation will sync better with the player's animation, and the time at which the puppet is killed won't differ between host and client.