Azza FHI 50 Posted August 27, 2016 All credit and thanks goes to Zooloo75 for his original mod and giving permission to share this edited version. DOWNLOAD Mediafire Steam Workshop Armaholic - coming soon Dependencies - CBA Features - Optimised for multiplayer environment - No gibbing or changes to character models - Activation via module in editor - Removed configuration system, all options are in the module Warning: With cleanup activated you should not experience much of a performance hit unless you put an unnecessary amount of lead into a unit. This will create excess blood effects and will result in loss of frames. All licensing and permissions as per the original mod found here Changelog V1 - Initial Release V2 - Added optional pbo for automatic activation for use in any scenario (steam workshop version has the pbo in main addons folder, remove if necessary) ENJOY! 6 Share this post Link to post Share on other sites
Singh Aram 137 Posted August 27, 2016 Congrats for the release. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted August 27, 2016 Going to have a look at this for sure! Also with the warning about putting too much lead into a bloke? Whats the go if I drop a GBU on him? Does that count as putting too much lead into bloke? Share this post Link to post Share on other sites
Azza FHI 50 Posted August 28, 2016 Going to have a look at this for sure! Also with the warning about putting too much lead into a bloke? Whats the go if I drop a GBU on him? Does that count as putting too much lead into bloke? Explosions are handled differently, its based off the amount of damage taken from an explosion. This is what used to happen if a unit was killed by a demo charge or bigger, which had massive fps loss when looking straight at the crime seen. Now there is a maximum value so this should not happen. 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted August 28, 2016 Strewth that guy got a fuckin beating haha. So from the sounds of it dropping a GBU on a squad is a bad idea FPS wise. Share this post Link to post Share on other sites
Azza FHI 50 Posted August 28, 2016 nah it should be fine, there wont be much blood effects from each unit as i fixed the issue above. but if you do it to 100 AI in one spot, the effects will compound and you will probably see and FPS drop. just trial and error it to find the balance. Share this post Link to post Share on other sites
sammael 366 Posted August 28, 2016 do you mean -your LITE version by default pre configurated for maximum perfomance ? Share this post Link to post Share on other sites
El Tyranos 1264 Posted August 28, 2016 Very welcome, thank you ! EDIT : is there a way to enable the module / configure it in a sqf(or hpp) directly in the mission files instead of using the module ? Or maybe with a server side userconfig ? Share this post Link to post Share on other sites
Azza FHI 50 Posted August 28, 2016 This will work in mission init.sqfActivate the mod: BloodLust_InitUnit = { _unit = _this select 0; [_unit] call BloodLust_AddUnitEventHandlers; }; BloodLust_OnUnitRespawn = { _unit = _this select 0; _corpse = _this select 1; [_unit] remoteExec ["BloodLust_AddUnitEventHandlers"]; }; BloodLust_AddUnitEventHandlers = { _unit = _this select 0; _unit addEventHandler ["Fired", { _this call BloodLust_OnUnitFired; }]; _unit addEventHandler ["HitPart", { _this remoteExec ["BloodLust_OnUnitHitPart"]; }]; _unit addEventHandler ["Explosion", { _this remoteExec ["BloodLust_OnUnitExplosion"]; }]; }; The module has level of gore. you can change the multiplier without the module by change this variable. default is 1 bloodlustLITE_bloodmultiplier = 4; to enable cleanup execVM "BloodSplatter\Scripts\Cleanup.sqf"; Share this post Link to post Share on other sites
Singh Aram 137 Posted August 28, 2016 Requesting upload the mod on PW6. Share this post Link to post Share on other sites
Azza FHI 50 Posted August 29, 2016 Workshop link is http://steamcommunity.com/sharedfiles/filedetails/?id=753617266 Ill also look at doing an optional pbo so that it is automatically activated, then it can be used in any scenario Share this post Link to post Share on other sites
El Tyranos 1264 Posted August 29, 2016 This will work in mission init.sqf Awesome ! Thanks a lot :wub: Share this post Link to post Share on other sites
Guest Posted August 29, 2016 Release frontpaged on the Armaholic homepage. Blood Lust LITE v1.0 Community Base addons A3 Share this post Link to post Share on other sites
Devastator_cm 434 Posted August 30, 2016 Very welcome, thank you ! EDIT : is there a way to enable the module / configure it in a sqf(or hpp) directly in the mission files instead of using the module ? Or maybe with a server side userconfig ? a newbie question, why do you prefer to do it in that way? Share this post Link to post Share on other sites
rekkless 240 Posted August 31, 2016 a newbie question, why do you prefer to do it in that way? If you can configure it in a sqf or other form outside of a module it makes the mission not dependent on the mod. So if later down the line you want to remove Bloodlust or a different version comes out that is different altogether your missions are broken. Also if you publish the mission on the steam workshop people dont have to download Bloodlust as part of the mandatory addons. Share this post Link to post Share on other sites
Devastator_cm 434 Posted August 31, 2016 Thanks rekkless!So in this case the mod needs to be installed only to server and the rest are handled by the mision init.sqf file and nobody else needs to download the mod? :) That sounds nice Share this post Link to post Share on other sites
El Tyranos 1264 Posted September 2, 2016 a newbie question, why do you prefer to do it in that way? In my particular case, some game masters in my communities are newbies, the last modules they have to place, the better it is :lol: Share this post Link to post Share on other sites
Azza FHI 50 Posted September 4, 2016 Thanks rekkless! So in this case the mod needs to be installed only to server and the rest are handled by the mision init.sqf file and nobody else needs to download the mod? :) That sounds nice The mod needs to be installed on client and server. Updated first post with new version Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 4, 2016 hm in that case what is the purpose of using the script in init?? :/ Share this post Link to post Share on other sites
Azza FHI 50 Posted September 4, 2016 the new optional pbo replaced any need for mission side init code Share this post Link to post Share on other sites
Guest Posted September 5, 2016 New version frontpaged on the Armaholic homepage. Blood Lust LITE v2.0 Community Base addons A3 Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 5, 2016 the new optional pbo replaced any need for mission side init code Sorry but what do you mean with v2 change? Added optional pbo for automatic activation for use in any scenario (steam workshop version has the pbo in main addons folder, remove if necessary) I didn't quite understand it :( Share this post Link to post Share on other sites
El Tyranos 1264 Posted September 5, 2016 read two post above... Good idea Foxhound, even if I would have defaulted it and set an optionnal disable pbo. If ones want to disable it in a specific mission. If you install the pbo, then you wan't it. :ph34r: Share this post Link to post Share on other sites