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Posts posted by zooloo75
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in that case, an event system would be best. Something that tells each client that a blood splatter needs to be created, but I'm wondering how much different that would be from using createvehicle
Yep, all the clients need to know is that someone was hit -- just synchronize the events sending only the essential data. From there, clients can create blood splatters fairly accurately.
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Awesome work!
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There's a reason why the effects are coded to be local only. It's insane to synchronize every single splatter across all clients. I was planning on implementing something similar to dmarkwick's suggestion with the least amount of network performance hit.
If it were easy, it would be done already.
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As stated, it is a closed-access mod that only his private group may use. Don't ask for a release date, because you will not be given access. Just admire the images like the rest of us.
Retards.
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Very nice of you to provide an entry into scripting for the beginners. Kudos.
Also to throw in the classic quote from Knuth, "Premature optimization is the root of all evil." Solve the problem first, however you can, then optimize where possible. Getting caught up in implementation details before you even have anything implemented or designed is completely idiotic. Also, shame on those who are trying to "one-up" each other on the forums to fulfill their superiority complex.
A suggestion to those posting very specific problems: create a separate thread. I imagine Ranwer created this guide as an introduction to scripting, and not as a thread for everyone to spam problems that are way over their heads. Start small, and keep practicing. Learning to code is a lengthy process (takes years to become fluent), don't bite off more than you can chew.
Peace out and good luck!
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Darkened the material. Meeting in the middle for a charred and meaty texture.
Wanna have some insane fun? Grab a shotgun and execute this in the console!
BloodLust_OnHit = { _unit = _this select 0; [_unit, 10] call BloodLust_VaporizeUnit; };
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Wonderful how lightweight this addon is as compared to the usual WW2 addons! Just load it in and play!
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Due to recent code refactoring, making this MP compatible should be easier. After the gib update, I will make it my goal to get this working in an MP environment.
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Looks good, if you can give to gibs more darker texture, similar to carbonized bodies (viewer discretion is advised)
Hmm, does a body instantly carbonized from an explosion? It would be fresh meat.
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Finished the pelvis gib. Should be able to complete the rest tomorrow. Textures may need some refining -- throw some feedback my way.
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Currently working on the vaporization gibs. I've set up the sample character model, splitting him into multiple pieces and I'll just let the text below speak for itself...
//C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\lefthand.obj //C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\leftlowerarm.obj //C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\leftlowerlegandfoot.obj //C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\leftupperarm.obj //C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\leftupperleg.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\pelvis.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightfoot.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\righthand.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightindexfinger.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightlowerarm.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightlowerleg.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightmiddlefinger.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightpinkyfinger.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightringfinger.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightthumb.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightupperarm.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\rightupperleg.obj C:\_Software\_ArmA\BloodLust\trunk\_Resources\Models\Gibs\torso.obj
Got a long ways to go. The commented lines are finished. This already looks better than the old gibs.
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i knw how to work with 3d stuff , Zbrush , Maya
what do you need with that ? i dont know about coding or scripting but if you need me to get some model done yeah i can help you
Right now I'm following BadBenson's suggestion of taking apart the example character model and making gibs from that. If you can make meat chunks and other generic gibs (such as bone fragments), that'd be very appreciated! Would need them in .obj format, and textured.
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Like to waste money, eh?
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In regards to melee, it would be possible to pull off something similar to Chivalry: Medieval Warfare.
Could use the lineIntersects commands to trace the path of a melee weapon at a fixed timestep and see if the weapon's path intersects a unit.
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Nice!! This mod keeps getting better & better. Keep up the great work. Thanks. Zooloo75, you're not a mortician with your day job are you? ;-)
Nah, just an unemployed college student. Did have a full-stack software development job last year though.
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I do like your mod but I have to say body vaporization is kinda bad, meat chunks look like from first Half-Life and they are bright red. Can you make a simple low poly, arm, leg and torso shape and just give it that darker grey color and that's it. No need for organs just simple body parts.
Now this is kinda bad example because it's a baby doll, but something like this, just burned body parts and that's it.
As everything else, nice man, really nice :D
Dang, you hurt my feelings :( I spent a good couple of minutes on those gibs! LOL, just kidding, there's a ton of room for improvement for the gib models.
BTW, what a creepy fuckin' picture, lol..
I'm no 3D modeler, so if someone with some talent would like to contribute to this aspect of BloodLust, be my guest! :)
Too bad I´ve only discovered your mod now Zooloo!
I´m really liking it!
Sorry I haven´t read all the 30 pages but, do you have any plans to make limbs dismemberment and/or head explosions to please some snipers out there?
Not feasible with the engine. The only thing that I can do is the vaporization effect (all or nothing). -
Hey zooloo75, I wonder if you'd consider the possibility to add steam rising off dead bodies and larger pools of blood/gore for a short while. It'd really add a bit of immersion , especially on colder maps / during colder periods.
Pools of blood are planned. Will experiment with the steam idea, thanks for the suggestions.
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Boom
UPDATE
New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.2.zip
Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/
Version 2.2:
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Modified the "Man" class to emit blood regardless if blood is disabled in the Game Settings (this is for those who want to keep blood mists but remove the pizza sauce blood pools from the base game).
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Improved performance on explosive handling -- now handled by dedicated Explosion event handler (also resulting in better damage accuracy).
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Blood splatters from vaporization now utilize new blood splatter system, resulting in blood on walls, and ceilings.
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Bleeding wounds will now smear across surfaces (such as when a unit is shot against a wall and slumps over).
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Improved blood splatter monitoring (removes blood splatters that are at invalid positions).
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Added speed threshold for blood to emit from gibs, preventing bleed spam.
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Added texture preloading to cache blood textures for quicker loading.
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Replaced the two ugly oval blood splatters with more natural shapes.
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Added arterial blood spray (blood will spray out during bleeding).
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Added blood mist to vaporization effect (courtesy of BadBenson).
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Increased variety of vaporization blood splatter textures.
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Vaporization is now enabled on the player by default.
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Overhauled blood splatter system (complete rewrite).
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Explosion force now determines vaporized gib speed.
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Enhanced vaporization gib selection algorithm.
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Added heat wave effect to vaporized objects.
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Fixed timing issues with splatter spawning.
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Increased default bleed duration.
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Made blood slightly transparent.
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Added hand and arm gibs.
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Modified the "Man" class to emit blood regardless if blood is disabled in the Game Settings (this is for those who want to keep blood mists but remove the pizza sauce blood pools from the base game).
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Added arterial bleeding. Blood will spray out of wounds for a duration during bleeding.
Also added in texture preloading to improve texture load times for blood sprays (should reduce the semi-transparent, red, rectangular texture effect).
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Store the building's classname, position, vectordir, and vectorup. Upon loading the mission, query the building info and use that data to spawn the building.
You say you need SQL help. Do you already have the schema designed to store this data?
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Has brain splatter been removed? A few versions back if I shot someone's head on the ground there would be a nice brain splatter?
I'll slip something in for you in v2.2 ;)
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Just checking in to say good work! Looking forward to playing this in the future :)
Also can't believe how much whining I've read throughout the topic. Let the guys make what they want. It's their time, their freedom.
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My first thought would be that the diffuse in the rvmat may be set to 0, which means it still shows up but it ignores shadows (very handy for digital displays), setting RGBA to 1 will fix it if that is the case.
Next would be to check the Emissive setting and make sure it is set to 0, if its not then that means that texture is effectively 'glowing'.
Next I would recommend checking the _AS textures and ensure that they have an AS texture, sometimes the material will appear...off if it is not there, or the texture has not even the feintest of shadowing.
Finally check the texture, make sure it is _ca and ensure that the colors are pure white or black. This may be outdated information but when I tried to use alphas textures in a cockpit the screen would still catch sunlight despite blatantly being in shadow, if the alpha textures is not 0-1 then for whatever reason it refused to work.
Thanks NodUnit, I'll give this a shot in the morning!
BloodLust (Version 2022.04.13)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I've noticed this with another unit addon pack as well, didn't look into the issue. My guess right now is that those units aren't configured traditionally as most units. Could be different hitpoint names, could be that the class doesn't derive from Man.