Kydoimos 915 Posted July 26, 2014 I was wondering if anyone might have an idea about creating a blood particle effect? I can only get some particles working using the setParticleSource command. Maybe someone has an idea for a workaround? Perhaps, spawning a bullet with velocity? Just curious! Thanks in advance! Share this post Link to post Share on other sites
wiggum2 31 Posted July 26, 2014 Try this: // by EightSix // or maybee BI... private ["_unit","_display", "_texLower", "_texMiddle", "_texUpper", "_x", "_y", "_w", "_h"]; _unit = _this select 0; if (_unit != player) exitWith {}; disableSerialization; if (isnil {uinamespace getvariable "RscHealthTextures"}) then {uinamespace setvariable ["RscHealthTextures",displaynull]}; if (isnull (uinamespace getvariable "RscHealthTextures")) then {(["HealthPP_blood"] call bis_fnc_rscLayer) cutrsc ["RscHealthTextures","plain"]}; _display = uinamespace getvariable "RscHealthTextures"; _texLower = _display displayctrl 1211;//1013; //1001 _texLower ctrlsetfade 1; _texLower ctrlcommit 0; _texMiddle = _display displayctrl 1212; _texMiddle ctrlsetfade 1; _texMiddle ctrlcommit 0; _texUpper = _display displayctrl 1213; _texUpper ctrlsetfade 1; _texUpper ctrlcommit 0; _x = ((0 * safezoneW) + safezoneX) + ((safezoneW - (2.125 * safezoneW * 3/4)) / 2); //textura vycentrovana na st?ed (p?i??t? se polovina m?sta kter? zb?v? od konce textury k prav?mu okraji obrazovky) _y = (-0.0625 * safezoneH) + safezoneY; //levy horni roh o 10% nad obrazovkou _w = 2.125 * safezoneW * 3/4;//safezoneW * 3/4; //sirka o 20% vetsi nez sirka obrazovky (10% presah vlevo, 10% presah vpravo) _h = 1.125 * safezoneH; _texLower ctrlsetposition [_x, _y, _w, _h]; _texMiddle ctrlsetposition [_x, _y, _w, _h]; _texUpper ctrlsetposition [_x, _y, _w, _h]; _texLower ctrlcommit 0; _texMiddle ctrlcommit 0; _texUpper ctrlcommit 0; _texLower ctrlsetfade 0.2; _texMiddle ctrlsetfade 0.7; _texUpper ctrlsetfade 0.7; _texLower ctrlcommit 0.2; _texMiddle ctrlcommit 0.2; _texUpper ctrlcommit 0.2; waituntil {ctrlcommitted _texUpper}; waitUntil {(_unit getVariable "FAR_isUnconscious" == 0) || {!alive _unit}}; sleep 0.5; _texLower ctrlsetfade 1; _texMiddle ctrlsetfade 1; _texUpper ctrlsetfade 1; _texUpper ctrlcommit 1.5; sleep 1; _texMiddle ctrlcommit 1; sleep 0.5; _texLower ctrlcommit 0.8; Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted July 26, 2014 Sorry for pointing out the obvious Wiggum, but this is not a particle effect. Cheers Share this post Link to post Share on other sites
Kydoimos 915 Posted July 26, 2014 Yes, thanks for the response - but I'm after the blood particle effect, please give a shout if anyone has a script! Or, alternatively, can think of a workaround! Share this post Link to post Share on other sites
sttosin 67 Posted July 26, 2014 There is/was a "blood mist" mod for A3 Share this post Link to post Share on other sites
kremator 1064 Posted July 26, 2014 ^^ I think it was called mao_blood_mist_a3.pbo I have it in my 'always run' addon folder :) Share this post Link to post Share on other sites
Kydoimos 915 Posted July 26, 2014 Thanks chaps, but I'm not after a mod unfortunately, just a script for the blood particle effect which can be used with vanilla settings - MANW prohibits mod use for the SP category. All the same, cheers for the response! Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 26, 2014 Open up the PBO, locate the matching script and see how they did it? Share this post Link to post Share on other sites
nimrod_z 8 Posted July 26, 2014 its in the "bloodEffect" function. you can see it right from the function viewer. i remember slightly modifying it for a mod i made but honestly can't remember how different from original it is. /* ///////////// MODIFIED VERSION OF BI BLOOD TEXTURE OVERLAY SCRIPT //////////////////// File: fn_bloodEffect.sqf Author: Vladimir Hynek Modified By: Nimrod_Z Description: Blood splash (texture) postprocess. Parameter(s): _this select 0: Number (5-90) Returned value: None. */ //---------------- Hit that caused bleeding - show blood-------------------------------------------------------------- private ["_display", "_texLower", "_texMiddle", "_texUpper", "_x", "_y", "_w", "_h"]; disableSerialization; if (isnil {uinamespace getvariable "RscHealthTextures"}) then {uinamespace setvariable ["RscHealthTextures",displaynull]}; //if (isnull (uinamespace getvariable "str_screen")) then {1918 cutrsc ["screen","plain"]}; if (isnull (uinamespace getvariable "RscHealthTextures")) then {(["HealthPP_blood"] call bis_fnc_rscLayer) cutrsc ["RscHealthTextures","plain"]}; _display = uinamespace getvariable "RscHealthTextures"; //remove old textures --TODO: replace this by texture overlay-repaint textures //textures are defined in TEST_description_screen.hpp _texLower = _display displayctrl 1211;//1013; //1001 _texLower ctrlsetfade 1; _texLower ctrlcommit 0; _texMiddle = _display displayctrl 1212; _texMiddle ctrlsetfade 1; _texMiddle ctrlcommit 0; _texUpper = _display displayctrl 1213; _texUpper ctrlsetfade 1; _texUpper ctrlcommit 0; _x = ((0 * safezoneW) + safezoneX) + ((safezoneW - (2.125 * safezoneW * 3/4)) / 2); //textura vycentrovana na st�ed (p�i��t� se polovina m�sta kter� zb�v� od konce textury k prav�mu okraji obrazovky) _y = (-0.0625 * safezoneH) + safezoneY; //levy horni roh o 10% nad obrazovkou _w = 2.125 * safezoneW * 3/4;//safezoneW * 3/4; //sirka o 20% vetsi nez sirka obrazovky (10% presah vlevo, 10% presah vpravo) _h = 1.125 * safezoneH; //temporarily commented _texLower ctrlsetposition [_x, _y, _w, _h]; _texMiddle ctrlsetposition [_x, _y, _w, _h]; _texUpper ctrlsetposition [_x, _y, _w, _h]; _texLower ctrlcommit 0; _texMiddle ctrlcommit 0; _texUpper ctrlcommit 0; // radial blur //call VIR_fnc_hitBlur; _blood = _this select 0; //lower if(_blood > 5 && _blood < 25) then { _texLower ctrlsetfade 0.2; //0 --changed _texLower ctrlcommit 0.2; waituntil {ctrlcommitted _texLower}; //fade-out sleep 0.5; _texLower ctrlsetfade 1; _texLower ctrlcommit 0.8; }; //lower, 50% middle if (_blood >= 25 && _blood < 40) then { _texLower ctrlsetfade 0.2; //0 --changed _texMiddle ctrlsetfade 0.85; //0 --changed _texLower ctrlcommit 0.2; _texMiddle ctrlcommit 0.2; waituntil {ctrlcommitted _texMiddle}; //fade-out sleep 0.5; _texLower ctrlsetfade 1; _texMiddle ctrlsetfade 1; _texMiddle ctrlcommit 1; sleep 0.5; _texLower ctrlcommit 0.8; }; //lower, middle if (_blood >= 40 && _blood < 55) then { _texLower ctrlsetfade 0.2; //0 --changed _texMiddle ctrlsetfade 0.7; //0 --changed _texLower ctrlcommit 0.2; _texMiddle ctrlcommit 0.2; waituntil {ctrlcommitted _texMiddle}; //fade-out sleep 0.5; _texLower ctrlsetfade 1; _texMiddle ctrlsetfade 1; _texUpper ctrlsetfade 1; _texMiddle ctrlcommit 1; sleep 0.5; _texLower ctrlcommit 0.8; }; //lower, middle, 50% upper if (_blood >= 55 && _blood < 70) then { _texLower ctrlsetfade 0.2; //0 --changed _texMiddle ctrlsetfade 0.7; //0 --changed _texUpper ctrlsetfade 0.85; //0.5 --changed _texLower ctrlcommit 0.2; _texMiddle ctrlcommit 0.2; _texUpper ctrlcommit 0.2; waituntil {ctrlcommitted _texUpper}; //fade-out sleep 0.5; _texLower ctrlsetfade 1; _texMiddle ctrlsetfade 1; _texUpper ctrlsetfade 1; _texUpper ctrlcommit 1.5; sleep 1; _texMiddle ctrlcommit 1; sleep 0.5; _texLower ctrlcommit 0.8; }; //lower, middle, upper if (_blood >= 70) then { _texLower ctrlsetfade 0.2; //0 --changed _texMiddle ctrlsetfade 0.7; //0 --changed _texUpper ctrlsetfade 0.7; //0 --changed _texLower ctrlcommit 0.2; _texMiddle ctrlcommit 0.2; _texUpper ctrlcommit 0.2; waituntil {ctrlcommitted _texUpper}; //fade-out sleep 0.5; _texLower ctrlsetfade 1; _texMiddle ctrlsetfade 1; _texUpper ctrlsetfade 1; _texUpper ctrlcommit 1.5; sleep 1; _texMiddle ctrlcommit 1; sleep 0.5; _texLower ctrlcommit 0.8; }; Share this post Link to post Share on other sites
Kydoimos 915 Posted July 26, 2014 @Nimrod_Z - hi, thanks - but I'm after the particle effect - not the texture splash :) @IndeedPete - not sure it'd be in the PBO - didn't see it actually used in the campaign, at least, not via a script. I could be wrong, I'll check! Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted July 27, 2014 @Nimrod_Z - hi, thanks - but I'm after the particle effect - not the texture splash :) @IndeedPete - not sure it'd be in the PBO - didn't see it actually used in the campaign, at least, not via a script. I could be wrong, I'll check! Just mind that Particles can be configured a bit more complex in an addon than they can be through script commands. Cheers Share this post Link to post Share on other sites
Ray0210 10 Posted July 27, 2014 Hey guys, I am really new to this forum thing so I dont really know where to begin. I have a editing question to what I cant find the answer to anywhere, so I wanted to make a new thread. But I can't find that option anywhere, where can I find it? Thanks in advance guys Share this post Link to post Share on other sites