PDA

View Full Version : Blood Splat



Thunderbird
Jun 27 2009, 00:04
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

SNKMAN
Jun 28 2009, 19:46
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.

Thunderbird
Jul 6 2009, 07:49
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

Bizibiz
Sep 29 2009, 20:42
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.

Landdon
May 19 2010, 23:18
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.