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How to add a Blood Effect?

Posted: Tue Jul 22, 2014 11:31 am
by thelegend
Hey all,
i have a small question: How I can add a blood effect. If you shoot someone he should lose a little bit blood. Is that possible?

Re: How to add a Blood Effect?

Posted: Tue Jul 22, 2014 11:34 am
by MileHighGuy
ImpactEffectSoft = "com_sfx_ord_exp"

This goes in your _ord odf. Change the effect to a blood effect that you make. This is for all units, even droids.

Re: How to add a Blood Effect?

Posted: Tue Jul 22, 2014 11:50 am
by Marth8880
You'll most likely have to just go with setting the ImpactEffectSoft value for your ordnance to a custom 'blood spatter' particle effect.

Edit: Oup, ninja'd. :o And it took me like, an hour to notice, LOL

Re: How to add a Blood Effect?

Posted: Tue Jul 22, 2014 12:48 pm
by Noobasaurus
I have a bloodspray effect laying around if you want it. Just paste this into your .fx file.
Hidden/Spoiler:
[code]ParticleEmitter("Drops")
{
MaxParticles(20.0000,20.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.2000,0.2000);
PositionY(0.6000,1.2000);
PositionZ(-0.2000,0.2000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.5000,2.2500);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.2500);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 10.0000, 40.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.6000);
Position()
{
LifeTime(0.6000)
Accelerate(0.0000, -4.0000, 0.0000);
}
Size(0)
{
LifeTime(0.6000)
Scale(2.5000);
}
Color(0)
{
LifeTime(0.6000)
Reach(255.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_dirt1");
}
}
[/code]