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Everything posted by zooloo75
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For multiplayer, the server and the clients should run the addon for full effect. Feel free to add me on Steam for some bloody PVP! UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.3.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ [6-1-2016] v2.3: Remade gibs which now consist of body parts. Fixed vaporized gib spawn bug (only one set of gibs would spawn per game). Fixed explosion bleed bug (units were bleeding an insane amount when hit with an explosive but survived). Fixed massive framerate drop when a large explosions goes off near blood splatters. Expanded programability for modders by adding pre and post event handlers for BloodLust events. Added multiplayer support (WIP). Added sound effects for blood sprays and additional sounds for vaporization. Temporarily removed meat chunks (will create new models in the future).- 1008 replies
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Only blood is enabled. Blood splatters, bleeding, and smearing. Meat chunks are temporarily removed until I make new models for them. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
After some more successful tests in multiplayer, I think v2.3 is near ready for release. Expect a download in a few hours! -
Download Example I've made a very basic system to record a single unit. I thought someone would learn or find some use out of this. Inside the zip is a mission - it includes the entire system to record, and replay. It captures position,direction,velocity,vectors, and animations. Use radio commands to record. After you have recorded, you need to paste the information that is automatically copied to your clipboard into the appropriate part of info.sqf. //Info Template [ the object you are recording (use the editor name), paste in the recorded info here ] execVM "play.sqf"; Examples of usage would be to get an accurate flight path for a helicopter if the AI lacks the ability to reproduce the movement you require. This is merely just a resource for those interested in learning scripting. You are free to modify and release the content - no need to credit me (it's a simple system - anyone can do it :P)
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Had a successful test of the MP port. Will need to run some more tomorrow with more players. Please add me so we can get a good release. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I need some testers for MP. Add me on Steam, and host one (or all) of these missions: http://www.armaholic.com/page.php?id=20699 I'll send you a link to the test version of BloodLust v2.3 once you've added me. Thanks in advance! -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The MP testing was inconsistent. Need to do further testing and code tweaks. Check out and vote on this: https://forums.bistudio.com/topic/191194-can-we-get-a-hitpart-event-handler-for-multiplayer/ With all the favors done for Life servers and other untraditional game modes, I figure we should get something as well :| Getting this to work correctly in MP feels so damn hackish. -
I code best when bumping to chillhop.
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http://www.newgrounds.com/audio/listen/687024?updated=1464756810 I call it "Badass Laser Beams". Have a listen ;)
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Is there a demonstration of the new CCIP and target pod features?
zooloo75 replied to almanzo's topic in ARMA 3 - GENERAL
Isn't that a killstreak in the next COD? ;) -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Damn, that's really good! -
Opinions are great.
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's no rush. Whenever you're ready, let me know and I'll do what I can to try and get your work ingame. Thanks again :) -
The only issue I have is that it broke the skies in some custom maps. Other than that, looks superb (especially with the ReColor addon by Greenfist)!
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Check a page or so back. Fixed this issue in the next update. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good news everyone, I've finished all the gibs (18 gibs total)! Perhaps it's time to work on the MP component ;) -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, it /was/ banned. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd really prefer that the models be textured. A majority of the time spent on v2.3 was just recreating the gibs from the ArmA3 character model with my very limited modeling skills. It's a lot of work (for me at least). I don't mind doing the conversion work to get your models into the game, but if you're serious about this, I'd need full sets of gibs, such as: arms, legs, fingers, hands, torso, feet, toes, head, bones, flesh, etc. The effect occurs from explosions, so keep that in mind for the theme. You can even create different sets or variations of gibs, and I can code in functionality for such to choose a random set of gibs. It's up to you. On a different note: BloodLust_OnUnitHitPartPreEventHandlers = []; BloodLust_OnUnitHitPartPostEventHandlers = []; BloodLust_OnUnitExplosionPreEventHandlers = []; BloodLust_OnUnitExplosionPostEventHandlers = []; BloodLust_OnUnitKilledPreEventHandlers = []; BloodLust_OnUnitKilledPostEventHandlers = []; BloodLust_OnUnitHitPreEventHandlers = []; BloodLust_OnUnitHitPostEventHandlers = []; BloodLust_OnUnitBleedPreEventHandlers = []; BloodLust_OnUnitBleedPostEventHandlers = []; BloodLust_OnGibCreatedEventHandlers = []; BloodLust_OnBloodSplatterCreatedEventHandlers = []; BloodLust_OnBleedSplatterCreatedEventHandlers = []; BloodLust_OnSmearSplatterCreatedEventHandlers = []; I've also included some example scripts in the addon to demo the event hooks. This will allow those who want to create new functionality for BloodLust, do so with ease. -
[FEEDBACK] When is a mission.pbo too big? (i.e., a barrier to players downloading it)
zooloo75 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All extra content should be objective. If it doesn't contribute any real value to the mission, keep it out. 10MB was the most I would tolerate in ArmA2's multiplayer scene. I dreaded seeing a 1MB mission bloated to 15MB by some kid who thought that adding a 10MB song with a 1 minute intro cinematic and a 4MB clan logo image would somehow put him ahead of the competition. Not to mention the metric shit-ton of script errors and performance issues that followed that stereotype. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make what work? -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice. If you can redo the gibs, feel free to do so and I'll use them. I am using the game's character model as a base mesh. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For froggyluv and others who want to add more functionality to BloodLust: I've added pre and post event handler hooks for BloodLust events in v2.3 which you can add your own functions to. It passes the original/unmodified event handler arguments to your functions. This should fix any timing issues and sequencing of custom events based on BloodLust. BloodLust_OnUnitHitPartPreEventHandlers = []; BloodLust_OnUnitHitPartPostEventHandlers = []; BloodLust_OnUnitExplosionPreEventHandlers = []; BloodLust_OnUnitExplosionPostEventHandlers = []; BloodLust_OnUnitKilledPreEventHandlers = []; BloodLust_OnUnitKilledPostEventHandlers = []; BloodLust_OnUnitHitPreEventHandlers = []; BloodLust_OnUnitHitPostEventHandlers = []; Simply pushBack your function into one of these collections like so: MyTag_OnUnitExplosionPostEventHandler = { _unit = _this select 0; _damage = _this select 1; _isUnitVaporized = _unit getVariable ["BloodLust_IsVaporized", false]; if(_isUnitVaporized) then { player globalChat (format ["Oh dear, %1 exploded :O", name _unit]); }; }; BloodLust_OnUnitExplosionPostEventHandlers pushBack MyTag_OnUnitExplosionPostEventHandler; EDIT: Also added in EH hooks for Blood, Bleed, Smear, and Gib creation events. They pass the respective object to your function(s) and call after BloodLust manipulates the object (such as rotations, setting velocities, etc). All of the event hook collections can be found in the new "EventHooks.sqf" script. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I may have found the source of the huge framerate drop when an explosion goes off... It's creating these impact/particle effects on every single blood splatter object in the area. Any idea on how to fix this -- hopefully it's something I just have to change in my config? class BloodSplatter_Plane : NonStrategic { scope = 1; model = "\BloodSplatter\Models\Plane\BloodSplatter_Plane.p3d"; displayName = "Blood Splatter"; faction = "Default"; vehicleClass = "Misc"; hiddenSelections[] = { "BloodSplatter_Plane" }; }; EDIT: I think I've fixed it -- BadBenson suggested adding: destrType = "DestructNo"; EDIT2: Yep, that did the trick! TL;DR Explosions no longer cause 10 second pauses now :) -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I might be able to offer a function hook which allows for people to add on to the BloodLust events to add in new functionality. Maybe just have a global variable list that contains functions that BloodLust will call upon, sending a certain set of arguments. Should allow for easy extensibility from 3rd parties.