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snYpir

Beta: blood addon

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i didn't want to have any description.ext file changes at all.

it would require modifications to resource.bin as well as config.bin if the advanced installation method was to be used.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (snYpir @ 18 May 2003,18:20)</td></tr><tr><td id="QUOTE">i didn't want to have any description.ext file changes at all.

it would require modifications to resource.bin as well as config.bin if the advanced installation method was to be used.<span id='postcolor'>

If you don't mind the player's hands and gun not being affected by the red flash, you can use the drop command to do this too.

Drop a red cl_basic particle in billboard mode in front of the player at eye level, with a lifetime of .3. The starting and ending size of the particle should be at maximum so it always fills the whole screen. Looked good with one particle and the rest turned off, but you can create other effects by mixing particles sizes, color, alpha, etc. I made a sandstorm effect like this once, but it's too laggy to be of use. One particle works ok though.

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Could somebody please send me a normal working config.bin for 1.91 with Snypir's blood implemented ?

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The working config.cpp with the blood implemented is in the first post - in configs.zip.

Why do you want 1.2?

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I have uploaded version 1.4. This is now final.

There is no on-screen message if the player is dying of blood loss. That will have to wait until the super config is out.

Until then, this will have to do.

Multiplayer works perfectly as well.

Enjoy! Unless there are bugs to fix, no further improvements will be made to this addon.

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My 1 complaint is that the blood disappears after a short time. If I'm fighting from a distance, I like to see a little carnage when I get up close.

Otherwise what's the point if it's all neat and tidy when my guys finally take the town?

tounge.gif

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de .pbo it, edit the .sqs and change the blood duration to -1 and the blood only goes when you exceed the maximum number of splashes.

I've edited the numbers a bit on my copy and get great results on quite a modest PC.

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Or simply put blood_object_life = <number of seconds to keep blood around for> in the trigger's on activation field, before the call to blood_init.sqs wink.gif

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New version is looking nice..not to grose not to soft biggrin.gif

Na for real its good..like the way "things" splatter out the back wink.gif

Allthrough there is still a bit a problem with handguns there.

Sometimes it spattls the othertime it doesn´t.

i think its when you get 2-3Meters neer your enemy..then it doesn´t work..could only be me confused.gif

I mostly make my own missions and use handguns so..

I use it with the MaxPyne script..really looking god with what!

EDIT: Oh sorry other way round..when you are about 20m away biggrin.gif

PS: HELL it works lol my fault...just playing at te moment

LOL it doesn´t work when te AI shoots you

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (John C Flett @ 20 May 2003,22:54)</td></tr><tr><td id="QUOTE">de .pbo it, edit the .sqs and change the blood duration to -1 and the blood only goes when you exceed the maximum number of splashes.

I've edited the numbers a bit on my copy and get great results on quite a modest PC.<span id='postcolor'>

Which sqs is the blood duration statement in? I've looked through them but I can't find it.

Cheers. smile.gif

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Look in 'blood_init.sqs'.

About 2/3 of the way done you'll find;

'; time that blood textures hang around for (before disappearing)

? format["%1",blood_object_life] == _null : blood_object_life = xx' where x is a duration is seconds ( approx ) with -1 being unlimited until the maximum number of splashes is exceeded.

Do check out the readme though cause all the infos in there and there are other fun things you can do.

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Very very nice snYpir. This has added a lot to gameplay!  smile.gif

The only thing I alter is the blood_particle_number -- I set it to 10. This I think offers good performance on my modest system and also looks very realistic. Even at a distance it looks great. All other settings I leave as is.  ;)

I see its just gone final but I cant help but make a suggestion or two tounge.gif

1: How about adding a very small blood spurt, (and I do mean small) at the bullet entry point rather than ony at the exit point--agreed most of the mess should come outta the exit wound but there would also be a small entry splat. All the hard coding work youve already done. This would add further realism IMHO  smile.gif

2: Sadly a lot of this great effect is lost behind BIS's great big RED PUFFS when you get shot. These hardcoded "PUFFS" are quite rediculous in size and mask the effect a lot, espesh at long range. Sure you can turn off blood in "settings" but then u dont get the blood textures on the body. ---So--- does anyone know how we could shut these puffs down in the addon? Maybe it cant be done thru scripting, maybe its a config job, but now that we have this new effect I reckon it craps all over the "red puffs" and it would be better with out them altogether.

"espesh if we can get a small splat at entery point. (nudge, wink)"

3.Is there any way we can get the blood splats onto walls and not just on the ground?

GREAT ADDON snYpir!!

Zay out

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Cheers Zay.

Good idea about the blood trickle out the front - didn't think of that ;)

You're right about the annoying pink mist that BIS use - I don't know where it is defined. I imagine it is in the simulation definition for 'soldier', which unfortunately we can't see.

Myself and a few others are working on an effects mod, and that's where blood 1.5 will appear. Between now and then, I probaly won't do much more work on this (all outta time) ;)

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Problems I encountered in my MP missions.

1) If your set units to be in a vehicle at start the blood addon trigger/script will ignore all units inside the vehicle (might be fixable via adding it into the INIT.sqs somehow)

2) when somebody respawns they no longer have blood enabled..

These are a total drag making this blood addon almost uselss for me sad_o.gif

PS. I would loop the trigger but I am affraid it will cause a big slowdown if the script is running endlessly forever? Does the script exit after a period of time? Just makes no sence.

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Thank's for addon snYpir!!

The problem is how to make blood work with DynamicRange? I mean to make blood in all missions by changing config.cpp

There is no config.cpp in last version of DynamicRange. There is config.bin! I can't make any changes sad_o.gif

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sad_o.gif tried downloading blood mod. seems link is no good. any help would be appreciated.

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Hey big e!

Which link?

I tried the OFPEC_Blood.zip just now and it works fine!

Asmo

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biggrin_o.gif ok it works, the download that is,now got to try it out

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What does one use to edit the "OFPEC_Blood.pbo" file?

I tried to use the "DePBO.exe" prog but I got an "LIST INDEX OUT OF BOUNDS (0)" error.

I have a very high end system so I'm looking to maximize the OPF blood setting, if anyone has edited the pbo for max setting perhaps they could just e-mail it to me?

chomp@tdl.com

Thanks.

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Wasnt it possible to edit the "OFPEC_Blood.pbo" file via the init in a trigger on the map? I got no time to look for that now,when i come back from work ill search.

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