View Full Version : OFPEC Blood Effect
<span style='color:red'>WARNING!!!</span> This script seriously increases the gore factor in ArmA.
It is not recommended for use by children under the age of 15 years.
The authors take no responsibility for this AddOn it is meant to be used by adults.
The authors ask mission makers to include a warning similar to this in missions that utilise this AddOn.
http://img156.imageshack.us/img156/7371/armaofpecblooddk3.jpg
Features:
Blood squirts when a unit is hit
Bleeding
Damage from bloodloss ( Requires blood_bleeding_bloodloss_disable = false to enable )
Multiplayer compatible
ArmA OFPEC Blood Effect package contains:
OFPEC_Blood.pbo
Example mission
ReadMe.doc
Some words about the convertion:
I already tried to create some new blood object’s because I really don’t like the default OFPEC once but I failed with it.
I also tried to get the blood object’s of ECP working in this script but the ECP Mod guy’s made such much thing’s that it’s really hard for me to understand.
I had blood objects of ECP running but they was always way too big, because ECP is resizing the blood objects in the scripts.
So I removed them and get back to the original blood objects.
If someone of you has a good knowledge in how to create new blood objects and would be interested to create some new .paa and .p3d this would be really helpfully.
Mirrow: <span style='color:red'>ArmA OFPEC Blood Effect v.1.4 Hotfix</span> (http://seiya.se.funpic.de/ArmA_OFPEC_Blood_Effect.rar)
ArmA OFPEC Blood Effect VIDEO PREVIEW <span style='color:red'>Download here</span> (http://www.mytempdir.com/1366083)
Enjoy http://forums.bistudio.com/oldsmileys/wink_o.gif
Great Job http://forums.bistudio.com/oldsmileys/notworthy.gif
HGuderian
Jul 1 2007, 10:40
0 kb size? Where is the file?
I'm getting a corrupted download http://forums.bistudio.com/oldsmileys/huh.gif
Is this hosted anywhere else ? There's no file ^
The link is fixed and a new one is added.
Thanks to Armed Assault Zone PL for hosting. http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks mate, looks great http://forums.bistudio.com/oldsmileys/smile_o.gif
Gross. Thanks! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
wolfsblut_
Jul 1 2007, 11:30
To make the hit/wound more realistic thats nice.
Definitely i give this mod a try.
- If you set blood_bleeding_life to 15 minutes (default is 30 seconds; that is definite too briefly), what would happen? Does that impair more the CPU or the GPU?
- Are on the walls also bloodsplashes?
HGuderian
Jul 1 2007, 11:30
thanks a lot
froggyluv
Jul 1 2007, 13:23
Nice job SNKMAN!
I can't open the readme though- I've tried Adobe and Notepad http://forums.bistudio.com/oldsmileys/confused_o.gif
Cool! Would be better if limbs come of in explosions ect... good job though!
Realy nice...that brings more realistic in hits and wounds to ArmA
Now it's my bloody ArmA http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Thanks a lot
Acecombat
Jul 1 2007, 13:53
I really liked this addon back with OFP but it seemed to take up a bit of resources and caused some lag , i wanna know if it does the same in ArmA?
Hit_Sqd_Ack
Jul 1 2007, 13:54
Excellent work! http://forums.bistudio.com/oldsmileys/pistols.gif
Heres your preview sent to youtube:
http://youtube.com/watch?v=ymRzzBfguMU
How come it doesn't work?I put the addon in the addon folder, then put the script in the soldiers init and it didn't work!I just got a message saying that the script had not been found.
william1
Jul 1 2007, 15:01
the damage by blood loss affects to the AI too or only to the player ?
IronTiger
Jul 1 2007, 15:06
Can any one say where i need to put the blood files and make PBO with it?
Because i want to use this blood in multiplayer and in my standard Campaign, its it possible to make that?? http://forums.bistudio.com/oldsmileys/goodnight.gif http://forums.bistudio.com/oldsmileys/help.gif
btw: nice job http://forums.bistudio.com/oldsmileys/confused_o.gif
froggyluv
Jul 1 2007, 15:27
Couldn't open readme but i was able to get the blood effects in any mission by putting the 'init' and 'Ofpec_Blood' folder in my 'Mission' folder. I also put a gamelogic called 'server' but not sure if thats required.
For those unable to open the readme, here's the file as plain text:
Download (http://home.arcor.de/mrwolle/arma/ArmA_OFPEC_Blood_readme.txt)
IronTiger
The included pbo file (OFPEC_Blood.pbo) needs to be in your ..\ArmA\Addons folder. If you want to use it in MP both the Server and each client also needs to have the addon.
SNKMAN
Thanks for that, I really missed the blood flying around if I hit someone. http://forums.bistudio.com/oldsmileys/smile_o.gif
The blood effect is Ok, but my framerate decrease too much! http://forums.bistudio.com/oldsmileys/huh.gif
My comp grinds to a halt when lots of people are shot in a short space of time. Any ideas about making it less CPU intensive?
I think you pressed new topic instead of reply to topic http://forums.bistudio.com/oldsmileys/smile_o.gif
william1
Jul 1 2007, 17:28
there is an error in the readme , it says in the init you have to put :
[] exec "ArmA_OFPEC_Blood\Blood_Init.sqs
while the script folder is called OFPEC_Blood , so it should be :
[] exec "OFPEC_Blood\Blood_Init.sqs
@<hidden>
I think yes if you set it to 15 min. it will defenetly start lagging.
Blood on the wall: No blood objects are only on the ground
@<hidden>
To open the ReadMe.doc you can use: Microsoft Word Viewer (http://www.microsoft.com/downloads/details.aspx?familyid=95e24c87-8732-48d5-8689-ab826e7b8fdf&displaylang=en)
@<hidden>
Yes this script still need's a lot of resources but like i told i already tryed to use some parts and Blood object's from ECP and it looked like
it didn't lag that much as with the default object's.
There's still a lot of stuff to do and a lot to optimize the default OFPEC Blood Effect script is not written very well.
@<hidden>
Thank's for uploading to youtube.com http://forums.bistudio.com/oldsmileys/biggrin_o.gif
@<hidden>
No need to put something in the init of any unit.
Just use the init.sqs of your mission.
For example:
In your mission folder create a new file called "init.sqs"
Now in the init.sqs put: [] exec "OFPEC_Blood\Blood_Init.sqs"
Thats all. Now all units of this mission use the OFPEC Blood Effect
@<hidden>
well as far as i could see blood loss causes damage by AI and Player
@<hidden>
I only converted it 1:1 from OFP to ArmA, reconfigurated it and rewrote the config.cpp and yes there is still a lot of work to do to optimize the script.
ECP already did a outstanding job with it.
But at the moment i have a big lag of time and so i released it.
May someone else can start with optimizing.
DMarkwick
Jul 1 2007, 17:32
@<hidden>
Great job, almost like the blood effects of ECP (which I think is related). This is pretty much like I was asking someone with coding abilities to do, thanks very much http://forums.bistudio.com/oldsmileys/smile_o.gif
The good:
Quite nice effects, I think I will bump up the distance squirted a little as they seem (to me) a bit close and bunched for the close-in battle I had set up. Unfortunately (for me) I will probably need to look at crime/battle photos to see some info on what I should be seeing.
The blood looked nice when there was a lot of it, not so nice when there was little of it. Probably a limitation of the blood objects, but you mentioned about them already. What do you need, actual objects or just textures?
The bad:
Poor blood objects (as you already mentioned).
The ugly:
I increased the texture permanence to 300 and the number of blood objects to 3000, and in a very small battle of 2 groups the system slowed to a crawl. I expect the sheer number of individual blood objects is doing this, I might suggest a couple of alternatives:
1. Can textures be used instead of objects? Might be an engine limitation but if just decal textures can be used and projected on the ground it might be better.
2. A range of blood objects that increase in complexity, so the smallest blood object is just one "plip" of blood (much like you already have now) and then the objects increase in complexity up to whole spatter effects with lots of blood. This might make a lot of effects look a bit "samey" but if one or two are layered, with slightly different rotations & sizes then that should help out. Instead of dozens of blood objects per hit maybe only five or six could be used, reducing the apparent lag.
But as a beta test this is great stuff. I played ECP a lot and didn't see a lot of blood related lag despite many more units being affected, so I think there is much to be optimised right now. This is pretty much what I wanted to see, useful blood effects (so you can see where attacks came from by looking around bodies. This means the effects need to last a LOT longer and be a LOT more optimised for lag).
This is the "other half" of what I wanted to see in ArmA (my own smoke effects being the other half http://forums.bistudio.com/oldsmileys/wink_o.gif) and I'm very happy to see it. If I can help with textures, let me know.
finally we get our blood and gore flying every where
if any improvement could be made, how about..........guts? http://forums.bistudio.com/oldsmileys/wow_o.gif
@<hidden>,
Blood objects = 3000 http://forums.bistudio.com/oldsmileys/biggrin_o.gif
This is absolutly too much. I personally recommend 200 as maximum.
Textures:
Yes i think textures can be used too.
I already made some ( Very ugly ) textures and if i can remember right it works.
Quote[/b] ]2. A range of blood objects that increase in complexity, so the smallest blood object is just one "plip" of blood (much like you already have now) and then the objects increase in complexity up to whole spatter effects with lots of blood. This might make a lot of effects look a bit "samey" but if one or two are layered, with slightly different rotations & sizes then that should help out. Instead of dozens of blood objects per hit maybe only five or six could be used, reducing the apparent lag.
Well thats the way ECP did it.
They had created 4 blood objects ( Size 2 x 2 meters ) and in any way ( I really don't know how ) they could resize and rotate the blood object so that it look's very dynamically.
They also made from a 2 x 2 meter blood object a blood drop. http://forums.bistudio.com/oldsmileys/smile_o.gif
Understanding the ECP Blood AddOn is not that hard but get it working in ArmA is another think.
Yes of course you could help with textures http://forums.bistudio.com/oldsmileys/smile_o.gif
You sad you played a lot of ECP so you know how the blood drops looked like.
I personally love the ECP blood may it would be enough if you/someone could just resize the blood objects of ECP so they have the same size like the one used in OFPEC Blood Effect.
But if you like to create totally new blood objects do it.
I'm happe to see and test what ever you make. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
just a through, is it possible to bring back the blood clouds that standard OFP have?
i always like it better then ECP ones and in fact i find that hard to tell if the enemy is being hitted or not in ArmA(and the fact that i rewatched Band of Borthers, again, and the hollwood effect is growing deep into my mind) http://forums.bistudio.com/oldsmileys/tounge2.gif
CodeSkyWolf
Jul 1 2007, 18:07
humm nice But cant you do this non 3rd party addon so it works in evry mission
thare is a Wound.p3d and wound rvmat wound files in the charactors.pbo and in the config file thare are would types
selectionHeadWound = "head_injury";
selectionBodyWound = "body_injury";
selectionLArmWound = "l_arm_injury";
selectionRArmWound = "r_arm_injury";
selectionLLegWound = "l_leg_injury";
selectionRLegWound = "r_leg_injury";
and thare are classes for hits cant you execute the blood effects via 3rd party addon but without a need to execute a script file kinda like what reskins do point a wound to a diffrent area but then again thare are extra effects not defult but thare has to be some way to do it via lauching the scripts from the addon or ahveing the affects int he addon it self. il look in to the ecp blood and see how that does it.
class HitHead {
armor = 0.700000;
material = -1;
name = "head_hit";
passThrough = 1;
};
class HitBody {
armor = 0.800000;
material = -1;
name = "body";
passThrough = 1;
};
class HitHands {
armor = 0.500000;
material = -1;
name = "hands";
passThrough = 1;
};
class HitLegs {
armor = 0.500000;
material = -1;
name = "legs";
passThrough = 1;
};
killerwhale
Jul 1 2007, 18:23
this is great. if we could make hit wounds like that of Red orchestra, it would have been fantastic.
nice work but i cant get it to work im confused please help so me how to install it and work it with screen shots ive added the PBO to the addons folder please help me take screen shots of how you guys got it working
thanks http://forums.bistudio.com/oldsmileys/pistols.gif
DMarkwick
Jul 1 2007, 18:39
@<hidden>,
Blood objects = 3000 http://forums.bistudio.com/oldsmileys/biggrin_o.gif
This is absolutly too much. I personally recommend 200 as maximum.
Textures:
Yes i think textures can be used too.
I already made some ( Very ugly ) textures and if i can remember right it works.
Quote[/b] ]2. A range of blood objects that increase in complexity, so the smallest blood object is just one "plip" of blood (much like you already have now) and then the objects increase in complexity up to whole spatter effects with lots of blood. This might make a lot of effects look a bit "samey" but if one or two are layered, with slightly different rotations & sizes then that should help out. Instead of dozens of blood objects per hit maybe only five or six could be used, reducing the apparent lag.
Well thats the way ECP did it.
They had created 4 blood objects ( Size 2 x 2 meters ) and in any way ( I really don't know how ) they could resize and rotate the blood object so that it look's very dynamically.
They also made from a 2 x 2 meter blood object a blood drop. http://forums.bistudio.com/oldsmileys/smile_o.gif
Understanding the ECP Blood AddOn is not that hard but get it working in ArmA is another think.
Yes of course you could help with textures http://forums.bistudio.com/oldsmileys/smile_o.gif
You sad you played a lot of ECP so you know how the blood drops looked like.
I personally love the ECP blood may it would be enough if you/someone could just resize the blood objects of ECP so they have the same size like the one used in OFPEC Blood Effect.
But if you like to create totally new blood objects do it.
I'm happe to see and test what ever you make. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Well OK ,3000 is maybe bogging my system down http://forums.bistudio.com/oldsmileys/biggrin_o.gif I thought (wrongly it sounds like) that each & every blood plip was a separate object, and so 300 sounded a little on the low side.
OK, as for textures, I can try some methods out for you, see if you like them. I can try 3D fluid simulation & render the final result, or I can try a spatter brush in Corel Painter, see which looks better. The Painter method will be the quickest & easiest, and I can supply as many of those as you like.
Also, I don't think so many particles need to be seen during the hit, maybe (eventually) another single object could be used, one which very quickly changes size & proportion over the split-second that it needs to be seen. Say have 4 or 5 of those to choose from, another resource-saver?
Commando84
Jul 1 2007, 18:51
very nice fx but lags down arma framerate alot when more than 2 soldiers get killed at the same time http://forums.bistudio.com/oldsmileys/tounge2.gif
wolfsblut_
Jul 1 2007, 19:29
Just have played the small example-mission and i have killed people successively. I havent felt no framerate-impact.
My setting was "blood-life = -1" equivalent to "blood doesnt disappear for ever".
So what i have seen so far is good.
But i think only a head-shot should causes so much spray in the air as i saw in the mod. But i can be wrong.
did that man in first post lost a arm?
Rebl Man
Jul 1 2007, 22:40
Good Work, I'm just remember the OFPEC Blood in OFP http://forums.bistudio.com/oldsmileys/smile_o.gif .
I'm sorry to tell this but I'm not impressed at all with these blood effects.
I think the blood effects done in CRDS system which is a part of the @<hidden> pack1 made by sickboy are a lot better and more realistic and look definitely better.
when CRDS enabled you see little (realistic blood sprays coming out.) Besides this has an effect, you can bleed out...
The OFPEC blood are definitely too much, and it looks like a gallon or two are coming out of the soldier, which is not realistic. Besides the textures of the blood lying on the ground is ugly.
@<hidden>
Thank's for uploading to youtube.com http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Np, ppl and sites prefer movies as embed objects, and youtube works quite good so..
@<hidden>
U did not look correctly i think.
I also checked @<hidden> thing and talked witk sickboy because his one are only blood and hit effects but no impact effects liek the map_misc does also since version 1.
The Ofpec Blood gives you the incomming direction of the bullet youve been hit from.
If you set the maximum degrees Angel to 15 you will see what i mean.
That was the effect i asked SNAKMAN and Sickboy for.
I am sure Sickboy will implement these kind of effect soon.
DMarkwick
Jul 2 2007, 09:46
@<hidden>
U did not look correctly i think.
I also checked @<hidden> thing and talked witk sickboy because his one are only blood and hit effects but no impact effects liek the map_misc does also since version 1.
The Ofpec Blood gives you the incomming direction of the bullet youve been hit from.
If you set the maximum degrees Angel to 15 you will see what i mean.
That was the effect i asked SNAKMAN and Sickboy for.
I am sure Sickboy will implement these kind of effect soon.
Weird, I set mine for exactly 15 for exactly the same reason http://forums.bistudio.com/oldsmileys/smile_o.gif and I also asked Sickboy to implement directional blood splatter http://forums.bistudio.com/oldsmileys/smile_o.gif looks like we're on the same wavelength http://forums.bistudio.com/oldsmileys/biggrin_o.gif
BTW, I also set the particles to be fewer (20), but larger (max 0.2, min 0.08). Now I get better performance, but with a satisfying gout of blood visible from far away.
@<hidden>
U did not look correctly i think.
I also checked @<hidden> thing and talked witk sickboy because his one are only blood and hit effects but no impact effects liek the map_misc does also since version 1.
The Ofpec Blood gives you the incomming direction of the bullet youve been hit from.
If you set the maximum degrees Angel to 15 you will see what i mean.
That was the effect i asked SNAKMAN and Sickboy for.
I am sure Sickboy will implement these kind of effect soon.
Weird, I set mine for exactly 15 for exactly the same reason http://forums.bistudio.com/oldsmileys/smile_o.gif and I also asked Sickboy to implement directional blood splatter http://forums.bistudio.com/oldsmileys/smile_o.gif looks like we're on the same wavelength http://forums.bistudio.com/oldsmileys/biggrin_o.gif
BTW, I also set the particles to be fewer (20), but larger (max 0.2, min 0.08). Now I get better performance, but with a satisfying gout of blood visible from far away.
No worries, it's getting closer and closer boys :-)
One SQF to rule them all :-)
rcspikee
Jul 2 2007, 13:49
Quote[/b] ] just a through, is it possible to bring back the blood clouds that standard OFP have?
i always like it better then ECP ones and in fact i find that hard to tell if the enemy is being hitted or not in ArmA(and the fact that i rewatched Band of Borthers, again, and the hollwood effect is growing deep into my mind)
band of brothers is the most realistic ww2 drama made! an the way the dust mix of cloth an blood is realistic, but in a game it does not have that impact like band of brothers, i thought the same as you an made that dust mix mod but on a game it looks lame, almost lazy like those game companes that thow out there rubbish every 6 months http://forums.bistudio.com/oldsmileys/whistle.gif It looks so much better having blood spurting out everyway http://forums.bistudio.com/oldsmileys/rofl.gif Rock On
My_Shortcoming
Jul 2 2007, 13:59
Nice mod, just need an anime version/Quinten Trantino version with inhuman amounts of blood spraying for minutes out of each wound http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Seriously now, nice mod, looking forward to new blood models but these are good for now (without the modding tools etc) http://forums.bistudio.com/oldsmileys/yay.gif
IceBreakr
Jul 2 2007, 14:19
So, bleeding out is now simulated? Can snipers and other units acting alone have a "first aid kit" to stop the bleeding?
DEAD_RABBIT
Jul 2 2007, 15:44
I haven't checked the scripts (so I don't know whether I am talking trivial stuff), but maybe it's more CPU efficient, if you create the objects at a slower rate? When you ask ArmA to generate many objects, it sucks a lot of performance, because ArmA has to allocate memory for them all at the same time. It's way more efficient to already have a set of blood objects generated, somewhere hidden, and then use them when necessary.
Example, you have 100 soldiers on your map. Generate only for 20 soldiers blood objects. Assumed is that not all soldiers will die at the same time. When the soldiers are fighting, for each soldier that dies, you assign the blood objects to that soldier, then regenerate new blood objects with a time interval, till it's back to 20.
I assume the blood objects are setPos'd using several initializers, all the way till they hit the ground. That's another CPU eating process. Perhaps it's possible to let the physics engine of ArmA handle that process, by using setVelocity. The engine itself should be more optimized at doing such calculations.
DMarkwick
Jul 2 2007, 19:21
Hope you don't mind SNKMAN... http://forums.bistudio.com/oldsmileys/smile_o.gif
made a YouTube video (http://www.youtube.com/watch?v=AudGWZpwtCw) showcasing not only some practical uses of the blood effects (direction of incoming) but also my smoke addon.
Thanks SNKMAN ive been looking for something like this to improve blood.. http://forums.bistudio.com/oldsmileys/tounge2.gif
yea ok can we please go over the steps on how to get this thing working correctly? HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
DMarkwick
Jul 3 2007, 17:02
yea ok can we please go over the steps on how to get this thing working correctly? HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Easiest method is to download Sickboy's newest addon pack, as it's now incorporated in http://forums.bistudio.com/oldsmileys/smile_o.gif
did everything he siad still could not get it to work http://forums.bistudio.com/oldsmileys/sad_o.gif
(ST6)Predator
Jul 3 2007, 18:01
Question ! :
Is it possible to make a "Blood.PBO" to put it in the addonfolder......and it works without all the scripts and stuff ?
@<hidden>
First Aid Kit will be implemented in the next version. http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>
Yeah your suggestions sounds really very good. I will see what i can do.
@<hidden>
Well youtube and videos ( Blood Effects ) is not a good choice to preview the Blood Objects.
I'm sure you had created some new but on the video they are too little and the solution is very low.
So on the youtube video i can't see any different.
Better upload the video or do some screenshots with high resoltion.
But anyway thank's for your help. http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>
This is a reason why i released it as stand alone AddOn.
I think many guy's are interested in the Blood Effects and not in a ( Mod ) whoch comes with many other thing's.
So you can use it without any changes for other things.
But anyway tastes are different.
@<hidden>
There is a ReadMe.doc which comes with the Blood Effect Addon.
Quote[/b] ]Copy the OFPEC_Blood.pbo to your ArmA\AddOns directory.
Copy the folder "OFPEC_Blood" into your mission directory.
In the init.sqs of your mission put: [] exec "OFPEC_Blood\Blood_Init.sqs"
That's it. http://forums.bistudio.com/oldsmileys/wink_o.gif
froggyluv
Jul 3 2007, 18:04
did everything he siad still could not get it to work http://forums.bistudio.com/oldsmileys/sad_o.gif
How does it look in your Arma directory and what does it say in your Arma shortcut?
this is what i was told to put in in sickboys readme file
"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@<hidden>;@<hidden>
froggyluv
Jul 3 2007, 18:42
this is what i was told to put in in sickboys readme file
"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@<hidden>;@<hidden>
Yeah thats right but are you sure the they read @<hidden>;@<hidden> in your Arma directory? Make sure the '@<hidden>' are seen directly in your base folder not within another folder.
Meaning when you click on Program Files/Arma- you should see the '@<hidden>' listed in the same column as 'addons', 'missions' etc...
DMarkwick
Jul 3 2007, 19:02
this is what i was told to put in in sickboys readme file
"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@<hidden>;@<hidden>
Yeah thats right but are you sure the they read @<hidden>;@<hidden> in your Arma directory? Make sure the '@<hidden>' are seen directly in your base folder not within another folder.
Meaning when you click on Program Files/Arma- you should see the '@<hidden>' listed in the same column as 'addons', 'missions' etc...
Yep. @<hidden> are folders in your ArmA base folders, alongside Addons.
im sorry im compleatly lost now lol base folder? explain sorry for being a noob about this i was rockin with OFP lol ARMA new to me lol http://forums.bistudio.com/oldsmileys/smile_o.gif thanks
<span style='color:red'>OFPEC Blood Effect 1.4 Hotfix</span>
Well just a little update.
Like Sickboy already told camCreate is works with the script.
At the beginning i spend more then 3 day's on how to get it working with camCreate but without luck.
With animals ( Dragonfly, Seagull, Honeybee ) it always work's with camCreate so i created a new config.cpp which used the Animal class of ArmA.
So if someone of you has a good knowledge of config.cpp coding please take a look at it may there is something to fix too.
Well i started with scripting 4 or 5 month bevore so i don't have the best knowledge and writing a config.cpp still crashes my head. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Now since i used the Animal classes of ArmA it works with camCreate too but i had not checked it.
I also did some changes to the settings of the Blood Effects.
May it should run better now. Simply give it a try. http://forums.bistudio.com/oldsmileys/wink_o.gif
Mirrow: <span style='color:red'>ArmA OFPEC Blood Effect v.1.4</span> (http://seiya.se.funpic.de/ArmA_OFPEC_Blood_Effect.rar)
froggyluv
Jul 3 2007, 19:20
im sorry im compleatly lost now lol base folder? explain sorry for being a noob about this i was rockin with OFP lol ARMA new to me lol http://forums.bistudio.com/oldsmileys/smile_o.gif thanks
Alright let me try again. When you click open Program Files then Bohemia or whatever you will see you Arma folder. When you open this folder you will see all the necessary folders you need to run Arma ie.. DTA, Addons, Campaigns etcc... This is called your root directory or Base folder contents.
In this Base folder, the mods you have added to your shortcut must appear EXACTLY the same here. For example,
-mod=@<hidden> must appear EXACTLY that way in your Base folder.
When there is a problem, often it is because something like @<hidden> is not listed in Base folder but is actually inside another folder. You will need to move these @<hidden> directly into your Base folder.
Sorry SNKMAN for the OT http://forums.bistudio.com/oldsmileys/tounge2.gif
DMarkwick
Jul 3 2007, 23:50
@<hidden>
The blood doesn't seem to want to work on road textures. Just spent an hour trying to work out why no-one in the city was bleeding, transferred everyone outside the city and bingo, blood.
Further observation showed that sometimes you can *just* see blood on road textures, but only sometimes very weakly, like the texture is either weaker or mixing with the road texture. My presumption is that the road texture is "above" the blood object.
Using the @<hidden> BTW.
Panda[PL]
Jul 4 2007, 13:10
@<hidden>, about the road bug: you're missing the CfgMaterials and CfgTextureToMaterial classes in your config.
Then in the cfgMterials, in your blood material, use the following flags:
renderFlags[] = {NoZWrite,NoAlphaWrite};
See BIKI article (http://community.bistudio.com/wiki/ArmA:RVMAT) on RVMAT for more info.
Cheers.
IceBreakr
Jul 4 2007, 13:22
Guess we'll wait for 1.5 http://forums.bistudio.com/oldsmileys/smile_o.gif we seriously need firstaid kit for snipers & specops teams.
IceBreakr
Aug 7 2007, 01:16
errr... so, any news about this mod?
DMarkwick
Aug 7 2007, 02:14
errr... so, any news about this mod?
It's now part of the SixthSense addon pack 1.
errr... so, any news about this mod?
It's now part of the SixthSense addon pack 1.
Please don't put me into one box toghetter with 6th Sense.
I absolutly have nothing to do with this 6th Sense stuff. 6th Sense is doing his job and i do mine.
@<hidden>
What would you say, if someone took your smoke effects, rename every variable and call it what ever Smoke Effects?
And then someone come into your Smoke effect thread and say it now part of ... what ever...
I think you would not like it. Right?
But anyway the next release is still W.I.P. so don't worry i'm still working on it. http://forums.bistudio.com/oldsmileys/wink_o.gif
Good things need time. http://forums.bistudio.com/oldsmileys/smile_o.gif
DMarkwick
Aug 7 2007, 19:29
Oops, sorry http://forums.bistudio.com/oldsmileys/smile_o.gif I honestly thought it was.
Grim123
Aug 11 2007, 18:37
quick question how do i get this to work ive been messing around for more then an hour i followed the installation instructions, put it in my adds on folder in every way possible but when i play campaign my mission or any thing i don't get the awesome mod? also does what version of the game you're running on matter for this mod.
Thx Grim123 :noob in distress:
Hi Grim123 and welcome to the Bi Forums. http://forums.bistudio.com/oldsmileys/smile_o.gif
1. The blood effect's didnt work in a Campaign they are only usable for mission designers.
So put the OFPEC_Blood.pbo into your "ArmA\AddOns" folder. You did that.
Did you also put the "OFPEC_Blood" folder into your mission folder and did you wrote <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "OFPEC_Blood\Blood_Init.sqs"[/QUOTE] into the init.sqs of your mission, where you like to use the blood effects at?
Manzilla
Aug 12 2007, 18:06
Beautiful work, thanks for the time. I look forward to the release of your WIP.
Jesus, You've got to be kidding me.
IceBreakr
Aug 13 2007, 12:02
SNKMAN: if you need any help, just say the word. Basically, we need medikits for small teams (recon/specops) and MP optimization. Thats all.
IceBreakr
Aug 24 2007, 07:57
Any news?
DMarkwick
Aug 25 2007, 18:14
and MP optimization. Thats all.
I thought it was a client-side eye-candy effect, like my smoke effects. Am I wrong? (again http://forums.bistudio.com/oldsmileys/wink_o.gif)
frascodo
Aug 29 2007, 21:20
Ok...I'm stupid and probably crazy and my brain is going to explode.....but.... You are talking about putting pbo file in the addon folder, then you say that every addon must have a folder with the same name inside the base folder....then you talk about sqs files and scripts to add.....I'm lost!!
1st question: wath the example mission folder need? Just like example, or i need it for use the blood-mod also in single and multyplayer missions?
2nd question: how i use the sqs and sqm files?? Where i have to put them? i don't understand the exemple folder!!!
I'm sorry, but i spent 2 days trying to use this addon and i can't understand every step.
P.S. sorry for my english.....i'm italian http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/banghead.gif
Kamikaze666
Sep 17 2007, 20:53
Im trying this with evolutionSP but it doesnt work, I made the map structure the same as the sample mission with the init.sqs...
help us noobs http://forums.bistudio.com/oldsmileys/tounge2.gif
I had a similar idea in BF2 when I was editing effects. I was thinking about having the blood puff particle sprites having a "decal" when it hit a solid object like the side of a building. I think I should check it out again, might be another unique xww2 effect. http://forums.bistudio.com/oldsmileys/tounge2.gif
Exaercase
Jul 12 2008, 09:54
Hello,
In OFP version you have give a mean to activated for all the game the Blood effect. It's possible to have the same for ArmA ?
Thx in advance ExA.
CrazyAce
Jul 12 2008, 09:56
<span style='color:red'>WARNING!!!</span> This script seriously increases the gore factor in ArmA.
It is not recommended for use by children under the age of 15 years.
Sick man, that is what I need more of http://forums.bistudio.com/oldsmileys/wink_o.gif To bad the link is dead:
=Diese Seite ist leider nicht verfügbar=
=This site is not available unfortunately=
In OFP version you have give a mean to activated for all the game the Blood effect. It's possible to have the same for ArmA ?
Not like what this mod reproduces. And bumping a year old topic… knotty knotty http://forums.bistudio.com/oldsmileys/band.gif
Exaercase do you have this file?
Exaercase
Jul 12 2008, 19:13
Yes CrazyAce i have the file for OFP (and in the Readme you found the method for the blood mod all the time activated)
sorry for my english i'm french http://forums.bistudio.com/oldsmileys/smile_o.gif
Regards ExA
Salvatore_Lee
Jul 12 2008, 19:24
What's bad with bumping ? if there's a good reason or serious question I don't see a problem http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Manzilla
Jul 12 2008, 21:08
I'm not sure if bumping for a content reason is all that bad, it's only the bump for bumps sake or to ask for an update. And that happens quite often and is against the forum rules.
Although, if a topic has been inactive for a while it's probably smartest to send the author a PM.
CrazyAce
Jul 13 2008, 02:48
Yes CrazyAce i have the file for OFP (and in the Readme you found the method for the blood mod all the time activated)
sorry for my english i'm french http://forums.bistudio.com/oldsmileys/smile_o.gif
Regards ExA
I can understand you just fine. Now you say you have the file, I wonder if it would be alright to re-post the file as I would like to have it...
Exaercase
Jul 13 2008, 16:31
Ok Cool,
So the link for it foro OFP is OFPEC Blood AddON for OFP (http://ofp.gamepark.cz/index.php?showthis=4102).
In the readme he explain how to activated for all the game and all the time http://forums.bistudio.com/oldsmileys/smile_o.gif
CrazyAce
Jul 31 2008, 19:06
uhh, where to begin... I guess I'll post this screen shot error and see if it makes sense to anyone. I did download this mod from Armaholics.
http://c.imagehost.org/0668/Untitled-1_3.jpg
I guess its trying to tell me that 18 elements are there, but the game is expecting 19..? http://forums.bistudio.com/oldsmileys/confused_o.gif
So I tore apart the mod and I can't seem to find what it wants, I keep getting that error every time someone dies or gets shot. http://forums.bistudio.com/oldsmileys/help.gif
The only drop line I can find is in Blood_Spawn_Particles.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
drop ["\Ca\Data\ParticleEffects\Blood\Blood.p3d", "", "Billboard", 1, _timetolive,[_pos select 0,_pos select 1,0.75], [_xvel,_yvel,_zvel], 1, 0.05, 0.0045, 0, [_size], [blood_particle_color,blood_particle_color,blood_particle_color,blood_particle_color], [0,1,0], 0.5, 0.05, "", _text, ""]
[/QUOTE]
You need to reupload mate. i can only find 1.0 on news/addons sites and your link doesnt work.
Foxhound
Nov 1 2008, 14:35
i can only find 1.0 on news/addons sites and your link doesnt work.
The Armaholic.com mirror is up to date:
OFPEC blood effect 1.4 (http://www.armaholic.com/page.php?id=1552)
Exaercase
Dec 31 2008, 18:42
Hello,
I found in the Readme of the OFP OFPEC Blood Effect this instruction to actvated the Mod all the time and for all Missions/Campaigns :
Quote[/b] ]
Advanced Installation:
----------------------
You can make ALL units in the game (in every mission and campaign) have blood effects enabled by using a decrypted \Res\Bin\config.bin file.
Download it here:
http://members.hn.ozemail.com.au/morpj97/configs.zip
All you have to do is copy \OFPEC_Blood\config.cpp to your \Res\Bin folder.
The changes that have been made to the default config.bin file are as follows (this is simply for your information):
class Man: Land
{
After the line above:
class EventHandlers
{
init="[] exec ""\OFPEC_Blood\blood_init.sqs""";
hit="_this exec ""\OFPEC_Blood\blood_squirt.sqs""";
};
And also:
class PreloadAddons
{
After the line above:
class OFPEC_Blood
{
list[]={"OFPEC_Blood"};
};
WARNING! In MP games other players will be notified that you have a modified config. Other players may think you are cheating.
BUG: For some reason, this advanced method does not work for MP games at all (you need to insert the blood trigger into the MP mission as per 'installation'http://forums.bistudio.com/oldsmileys/wink_o.gif. I am working on a fix.
I think we must just adapt and modify /dta/bin.pbo (Upack it and you find the root Config.bin)
Best Regards, ExA
<span style='color:red'><span style='font-size:13pt;line-height:100%'>Armed Assault - Blood Enhancement</span></span>
Release the Pain!! http://forums.bistudio.com/oldsmileys/pistols.gif
Well just to let you know: This project still is W.I.P. and i made some big steps forward. http://forums.bistudio.com/oldsmileys/wink_o.gif
You can download a video i made of the latest version i'm working on currently.
Armed Assault - Blood Enhancement v.1.04 Video (http://www.2shared.com/file/4696764/75fdb09e/Armed_Assault_-_Blood_Enhancement_v104.html)
Enjoy!!
Mark XIII
Jan 22 2009, 12:53
OooOOooO...sounds interesting, gonna download that vid now, will post back when I've watched it..although this may take several weeks with my crappy connection..
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
EDIT:
Just watched the vid....wow, love the directional spray also love the amount of it...LOADSACLARET!!!
Looking forward to using this too...thanks alot for the good work you putting in mate!!
p.s, if you need a beta tester.... http://forums.bistudio.com/oldsmileys/thumbs-up.gif
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