TAW_Yonose 11 Posted February 20, 2014 (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
Grumpy Old Man 3540 Posted February 20, 2014 That's an interesting idea, would be good to know if something like this is even possible. Share this post Link to post Share on other sites
Tajin 348 Posted March 12, 2014 Not as far as I know, or at least not in the regular way. The wound/blood textures are overlays and I don't think you can just switch them on easily. I guess you could use https://community.bistudio.com/wiki/setObjectTextureGlobal to apply a custom, bloody texture of whatever uniform you're using. Share this post Link to post Share on other sites
TAW_Yonose 11 Posted March 12, 2014 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
Tajin 348 Posted March 14, 2014 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
TAW_Yonose 11 Posted March 14, 2014 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
haleks 8206 Posted March 14, 2014 Shouldn't you use setObjectMaterial instead? Share this post Link to post Share on other sites
Tajin 348 Posted March 14, 2014 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
haleks 8206 Posted March 14, 2014 (edited) 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 March 14, 2014 by Pepe Hal Share this post Link to post Share on other sites
TAW_Yonose 11 Posted March 15, 2014 (edited) so that code is going into bloody.sqf, how do i call it for each player again? Edited March 15, 2014 by TAW_Yonose Share this post Link to post Share on other sites
haleks 8206 Posted March 15, 2014 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
ceeeb 147 Posted March 15, 2014 This issue has been reported on the Feedback Tracker: http://feedback.arma3.com/view.php?id=6046 Share this post Link to post Share on other sites