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Offline dmakatra

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blood!
« on: 23 Jul 2003, 19:50:55 »
Is there anyway to make a guy look like he's covered with blood, but still have him in full health? Cheers! :-*

Offline .pablo.

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Re:blood!
« Reply #1 on: 23 Jul 2003, 22:18:12 »
sounds cool, what u gonna use it for?

(idk how to do it)

Offline Artak

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Re:blood!
« Reply #2 on: 23 Jul 2003, 22:18:16 »
No, don't think so. You'll have to make an addon.

Of course you could get the OFPEC blood addon and setpos the blood globs with a fast looping script..  :P ;D
Not all is lost.

Offline .pablo.

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Re:blood!
« Reply #3 on: 23 Jul 2003, 22:18:53 »
LOL 4 seconds after me

Offline Artak

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Re:blood!
« Reply #4 on: 23 Jul 2003, 22:20:56 »
hehee that's funny  ;D





 ::)
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Offline dmakatra

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Re:blood!
« Reply #5 on: 23 Jul 2003, 22:40:04 »
OK, maybe u could help me with this instead. I want civvies to get all bloody but still take at least a few shots(prefably more than normal amount of shots)so I use SnYpir's tough units script. The problem is that when I do not use this resurection you can turn on/off the civvies die even faster than if they had been setdammaged to 0 but when I use the resurection the civvies sometimes just stop where they should not stop and just look out in the dark. You see what I mean? Here's SnYpir's script with some small changes.

Code: [Select]
;--------------
;BEGIN SCRIPT
;--------------

;-----begin the parts that u can edit-----

; this variable is the amount of time between loops (should be < 1)
; ARMSTY COMMENT: Here I changed from 0.5 to this value cause it looked ugly if I didn't.
_pause = 0.0001

; get the damageFactor (set to be 2nd script parameter as default)
_damageFactor = _this select 1

; if this equals true the soldier will die as soon as damage equals 1
; (rather than being brought back to life several times before death)
; default is false
; ARMSTY COMMENT: If I turn this true they die too fast, if I turn it false they get that error I talked about.
_noResurrection = false

;-----end the parts that u can edit - change code byond here at own risk!-----




; get the name of the object for this script
; (from script parameter)
_dude = _this select 0

; make sure dude is not dead
; ARMSTY COMMENT: Here I changed both values to 0.8 so they are covered with blood.
_dude SetDammage 0.8
_damage = 0.8





#loop1

; you could put some sort of exit condition here,
;perhaps the player acheives some objective or a global
;variable flips (saves script running when its not needed)
; ? exitCondition : goto "end"

; this will simulate one shot, one kill if damage is made greater
; than one for some reason (big explosion, head shot)
? NOT(alive _dude) AND _noResurrection : goto "end"

; test to see if damage has been taken
? _damage != (GetDammage _dude) : goto "takedamage"

; exit condition for if the dude is dead
? NOT(alive _dude) : goto "end"

#damagedone

; pause for a bit of time
~_pause

; loop again
goto "loop1"




#takedamage

; how much damage has been taken since last damage
_damagetotake = (GetDammage _dude) - _damage


; lessen damage to take
_damagetotake = _damagetotake / _damageFactor

; assign the new damage
_dude setdammage ( _damage + _damagetotake )

_damage = GetDammage _dude


;uncomment if u want to know the damage of the dude after being
;shot
;hint format ["%1",GetDammage _dude]

goto "damagedone"

#end
;--------------
;END SCRIPT
;--------------


Cheers.

Captain Winters

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Re:blood!
« Reply #6 on: 24 Jul 2003, 16:41:19 »
LCD did it in his mission 'NoName', I believe all you have to do is set the unit's dammage to 0.9

Tanks! 8)

Offline Messiah

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Re:blood!
« Reply #7 on: 24 Jul 2003, 16:52:39 »
yeah... but that does mean he wont need much damage to die  :P
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Captain Winters

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Re:blood!
« Reply #8 on: 24 Jul 2003, 16:56:42 »
yea... but he's using the tough script  :P ;D

Tanks! 8)

Offline LCD

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Re:blood!
« Reply #9 on: 24 Jul 2003, 23:26:48 »
in ma mision Noname da setdammage man doesnt need 2 live :P

nywayz - as much as i noticed dey all diefrom 1 shot :P ;D (or i shud just stop aimin 2 da head ::) ;))

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