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Hi all,

I'm working on a little friendly-cpu blood Addon but I'd like to use ArmA II default Blood Splat instead of a 3rd party model.

Therefore, does anyone know where can I find BIS default blood splat model?

Thanks a lot.

Regards,

TB

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I would like to know this too. :)

Are there any Blood Splat Models available in ArmA2?

So far i did not see any, besides of the greate blood line, after dragging a killed soldier, which is a very cool particle effect.

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Finally found something in these regards...

Seems that BIS uses a different way than in ArmA I because it uses an universal .p3d for all of its particles and not a specific blood splat especially defined:

class Blood : Default {
	interval = 0.02;
	circleRadius = 0;
	circleVelocity[] = {0, 0, 0};
	particleShape = "\ca\Data\ParticleEffects\Universal\Universal";
	particleFSNtieth = 16;
	particleFSIndex = 13;
	particleFSFrameCount = 1;
	particleFSLoop = 0;
	angleVar = 360;
	animationName = "";
	particleType = "Billboard";
	timerPeriod = 1;
	lifeTime = 0.2;
	moveVelocity[] = {"(- inDirX * 2 + surfNormalX / 4) * inSpeed / 350 * 0.66", "( - inDirY * 2 + surfNormalY / 4) * inSpeed / 350 * 0.66", "( - inDirZ * 2 + surfNormalZ / 4) * inSpeed / 350 * 0.66"};
	rotationVelocity = 1;
	weight = 0.17;
	volume = 0.1;
	rubbing = 0.05;
	size[] = {0.15, 0.25};
	color[] = {{0.5, 0.5, 0.5, 1}, {0.5, 0.5, 0.5, 0}};
	animationSpeed[] = {0.1};
	randomDirectionPeriod = 0;
	randomDirectionIntensity = 0;
	onTimerScript = "";
	beforeDestroyScript = "";
	lifeTimeVar = 0.1;
	positionVar[] = {0.05, 0.05, 0.05};
	MoveVelocityVar[] = {0.15, 0.15, 0.15};
	rotationVelocityVar = 1;
	sizeVar = 0.1;
	colorVar[] = {0, 0, 0, 0.2};
	randomDirectionPeriodVar = 0;
	randomDirectionIntensityVar = 0;
};

----------------------------------

And another class here:

class CraterBlood : CraterDustSmall {
	access = ReadAndWrite;
	interval = 0.005;
	cloudletAlpha = 0.5;
	cloudletDuration = 0.1;	// time to live (not including fades)
	cloudletAnimPeriod = 1;	// animation speed
	cloudletGrowUp = 0.3;	// grow-up time
	cloudletFadeIn = 0;	// fade-in time
	cloudletFadeOut = 0.3;	// fade-out time
	cloudletAccY = -1;	// vertical acceleration
	cloudletMinYSpeed = -10;	// vertical speed range
	cloudletMaxYSpeed = 10;
	cloudletShape = "cloudletBlood";
	cloudletColor[] = {0.35, 0.0, 0.05, 0};
	size = 0.15;
	sourceSize = 0.05;	// size of area from which particles are emitted
};

-----------------------------------

And also this:

class ImpactEffectsBlood {
class Blood {
	simulation = "particles";
	type = "Blood";
	position[] = {0, 0, 0};
	intensity = 1;
	interval = 1;
	lifeTime = 2;
};
};

Let's see how can we tweak this.

Regards,

TB

Edited by Thunderbird

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the class ImpactEffectsBlood call the class Blood, usually, data from ImpactEffectsBlood (main class) are overwritten by subclass Blood.

Then you can try to modify Blood class variable, keep in mind that variables are similar to what you can find in particles array, search on wiki about content.

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I was wondering if you all have gotten anywhere with this? I would like to make a mission where a unit will have to track and a blood trail would fit in nicely.

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