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clearing away blood with a water arrow


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#1 stumpy

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Posted 09 June 2018 - 10:45 PM

don't know how it works in the dark mod so I came up with my own.

 

you need a set of blood textures, say 12 tga files, from full color blood to no blood, just start with a blood splat and change the alpha value till the blood splat is no longer visible.

 

then you need a patch with a gui texture on it, turn this into a func_static.

give it a name like bloodsplatspot

add a gui pointing at a gui using code below

add a response

type water

effect run script details run the script blood_clearup

 

blood script

void blood_clearup()

{

    sys.trigger($bloodsplatspot);

}

 

gui code.

 

windowDef Desktop

{

    rect 0, 0, 640, 480

 

    onTrigger

    {

        set "Fadeblood::noTime" "0";

        resetTime "Fadeblood" 0;

    }

 

    windowDef BloodSplatMain //full color no alpha image

    {

        rect 0, 0, 640, 480

       background "guis/assets/blood/bloodsplat1.tga"

       matcolor 0.2, 0.2, 0.2, 1

       visible 1

    }

 

    windowDef Fadeblood

    {

       rect 0, 0, 640, 480

 

       noTime 1

       onTime 0

       {

           set "BloodSplatMain::visible" "0";

           set "BloodSplat1::visible" "1";

       }

       onTime 200

       {

           set "BloodSplat1::visible" "0";

           set "BloodSplat2::visible" "1";

       }

       onTime 400

       {

           set "BloodSplat2::visible" "0";

           set "BloodSplat3::visible" "1";

       }

       onTime 600

       {

           set "BloodSplat3::visible" "0";

           set "BloodSplat4::visible" "1";

       }

       onTime 800

       {

           set "BloodSplat4::visible" "0";

           set "BloodSplat5::visible" "1";

       }

       onTime 1000

       {

           set "BloodSplat5::visible" "0";

           set "BloodSplat6::visible" "1";

       }

       onTime 1200

       {

           set "BloodSplat6::visible" "0";

           set "BloodSplat7::visible" "1";

       }

       onTime 1400

       {

           set "BloodSplat7::visible" "0";

           set "BloodSplat8::visible" "1";

       }

       onTime 1600

       {

           set "BloodSplat8::visible" "0";

           set "BloodSplat9::visible" "1";

       }

       onTime 1800

       {

           set "BloodSplat9::visible" "0";

           set "BloodSplat10::visible" "1";

       }

       onTime 2000

       {

           set "BloodSplat10::visible" "0";

           set "BloodSplat11::visible" "1";

       }

       onTime 2200

       {

           set "BloodSplat11::visible" "0";

       }

    }

 

    windowDef BloodSplat1

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat1.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat2

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat2.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat3

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat3.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat4

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat4.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat5

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat5.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat6

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat6.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat7

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat7.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat8

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat8.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat9

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat9.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat10

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat10.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

    windowDef BloodSplat11

    {

        rect 0, 0, 640, 480

        background "guis/assets/blood/bloodsplat11.tga"

        matcolor 0.2, 0.2, 0.2, 1

        visible 0

    }

}

 

there's probably other ways to trigger it without using a script. Don't know how to get blood on ground though unless you place it yourself, or use something along the lines of the way the moss arrow works with scattering moss bits around.


Edited by stumpy, 09 June 2018 - 10:54 PM.

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#2 Obsttorte

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Posted 10 June 2018 - 06:35 AM

Isn't that default behaviour?! :huh:


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#3 stumpy

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Posted 10 June 2018 - 02:52 PM

i don't know, I just wanted a magic symbol drawn in blood, and a way to wash it away, I've never got the in game blood to appear because in auto animates itself and disappears as soon as its placed in game without the use of water.


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