snYpir 0 Posted May 18, 2003 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. Share this post Link to post Share on other sites
toadeater 0 Posted May 19, 2003 </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. Share this post Link to post Share on other sites
-CCCP-Stalker 0 Posted May 19, 2003 Could somebody please send me a normal working config.bin for 1.91 with Snypir's blood implemented ? Share this post Link to post Share on other sites
BeErZyMoTiC 0 Posted May 19, 2003 Is there v.1.2 available Keep up the good work Share this post Link to post Share on other sites
snYpir 0 Posted May 19, 2003 The working config.cpp with the blood implemented is in the first post - in configs.zip. Why do you want 1.2? Share this post Link to post Share on other sites
snYpir 0 Posted May 20, 2003 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. Share this post Link to post Share on other sites
BeErZyMoTiC 0 Posted May 20, 2003 O_o oops, I just have v1.1 OK, I try the 1.4 , sorry Share this post Link to post Share on other sites
CanadianTerror 0 Posted May 20, 2003 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? Share this post Link to post Share on other sites
John C Flett 0 Posted May 20, 2003 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. Share this post Link to post Share on other sites
snYpir 0 Posted May 21, 2003 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 Share this post Link to post Share on other sites
CanadianTerror 0 Posted May 21, 2003 Sounds good, I'll do that. Nice job btw. Share this post Link to post Share on other sites
Sxep 0 Posted May 21, 2003 New version is looking nice..not to grose not to soft Na for real its good..like the way "things" splatter out the back 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 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 PS: HELL it works lol my fault...just playing at te moment LOL it doesn´t work when te AI shoots you Share this post Link to post Share on other sites
munger 25 Posted May 21, 2003 </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. Share this post Link to post Share on other sites
John C Flett 0 Posted May 21, 2003 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. Share this post Link to post Share on other sites
munger 25 Posted May 21, 2003 Thanks, found it now. Share this post Link to post Share on other sites
zayfod 1 Posted May 22, 2003 Very very nice snYpir. This has added a lot to gameplay! Â 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. Â ;) I see its just gone final but I cant help but make a suggestion or two 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 Â 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 Share this post Link to post Share on other sites
snYpir 0 Posted May 23, 2003 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) ;) Share this post Link to post Share on other sites
FallenPaladin 0 Posted May 23, 2003 Looking forward to the final, final release. Share this post Link to post Share on other sites
PRiME 1 Posted May 25, 2003 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 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. Share this post Link to post Share on other sites
UniAlex 0 Posted May 27, 2003 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 Share this post Link to post Share on other sites
big e 0 Posted June 2, 2003 tried downloading blood mod. seems link is no good. any help would be appreciated. Share this post Link to post Share on other sites
Asmodeus 0 Posted June 3, 2003 Hey big e! Which link? I tried the OFPEC_Blood.zip just now and it works fine! Asmo Share this post Link to post Share on other sites
big e 0 Posted June 5, 2003 ok it works, the download that is,now got to try it out Share this post Link to post Share on other sites
Shrapnel 0 Posted September 29, 2003 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. Share this post Link to post Share on other sites
bonko the sane 2 Posted September 29, 2003 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. Share this post Link to post Share on other sites