Jump to content

Recommended Posts

(not sure if this is the right place to place this thread at.)

I might get wrong here, but i hope not.

I belive there is TWO sort of the same uniform right?

1. Clean uniform (normal)

2. Bloody uniform (when shot or wounded)

When a player get healed their uniforms go clean again (no blood on it).

Is it possible to keep that uniform bloody after a player is healed, to have the realistic effect?

Thanks for reading.

Share this post


Link to post
Share on other sites

Here my lack of experience comes and hit me, hah. Do you know where i can find the blood texture Tajin?

Share this post


Link to post
Share on other sites

Here is an excerpt from the B_Soldier_Base_F config:

	class Wounds {
	mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
	tex[] = {};
};

http://browser.six-projects.net/cfg_vehicles/B_Soldier_base_F/config?version=73

Oh but what do you want to achieve with that anyway? Maybe theres an alternative, easier solution to it.

Share this post


Link to post
Share on other sites

well my idea is when someone have been healed/revived (BTC Revive), i dont want the blood to go away, i want it to be as it was before they got patched up. Also where should i add/call this ?

Share this post


Link to post
Share on other sites

Ew, so you wan't that as a general feature and not as an effect for a special occasion in a mission.

In that case, I guess you'd better forget about it. It's too messy for that.

Maybe you could use attachTo, to stick some bandages on the player after revivng. That is, if you find something that looks like a bandage. (and I can't remember anything that does)

Share this post


Link to post
Share on other sites

You could try something like this :

while {alive _unit} do {
sleep 1;
_dam = getdammage _unit;
if (_dam < 0.4) exitWith {	//need to find the value triggering the blood textures.

	_unit addEventHandler ["HandleHeal",
	{
		_unit = _this select 0;
		_dam = getdammage _unit;
		WaitUntil {(getdammage _unit) > _dam}; //wait until healed.
		_unit setObjectMaterial [0,"path to wounded rvmat"];
	}];
};

};

@Taijin : as far as I'm concerned I never came close to satisfying results with AttachTo. Attached objects don't seem to follow the body movements. :(

Edited by Pepe Hal

Share this post


Link to post
Share on other sites

so that code is going into bloody.sqf, how do i call it for each player again?

Edited by TAW_Yonose

Share this post


Link to post
Share on other sites

Not sure as I have 0 experience in MP.

Maybe something like this?

{[_x] execVM "bloody.sqf"} forEach player

launched on mission start.

Or you could add this to the init field of each playable unit :

[this] execVM "bloody.sqf"

Just in case : don't forget "_unit = _this select 0;" at the top of the script! ;)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×