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Lenzh | 11thAMB

Bloodlust

Question

19 answers to this question

  • 1

yes create a file calling it bloodlust.sqf, place in your mission folder

add

Spoiler

BloodLust_InitUnit =
{
   _unit = _this select 0;
   [_unit] call BloodLust_AddUnitEventHandlers;
};
 
BloodLust_OnUnitRespawn =
{
   _unit = _this select 0;
   _corpse = _this select 1;
   [_unit] remoteExec ["BloodLust_AddUnitEventHandlers"];
};
 
BloodLust_AddUnitEventHandlers =
{
   _unit = _this select 0;
   _unit addEventHandler ["Fired",
   {
       _this call BloodLust_OnUnitFired;
   }];
   _unit addEventHandler ["HitPart",
   {
       _this remoteExec ["BloodLust_OnUnitHitPart"];
   }];
   _unit addEventHandler ["Explosion",
   {
       _this remoteExec ["BloodLust_OnUnitExplosion"];
 
   }];
};

bloodlustLITE_bloodmultiplier = 4; 

 

add to your inti.sqf

[] execVM "bloodlust.sqf"

in your

class CfgRemoteExec add

class bloodlust_onunithitpart { allowedTargets=2; };

look at https://community.bistudio.com/wiki/CfgRemoteExec

fore more info on that file

Edited by tinboye
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  • 0

Look for blood lust lite on biforum. There is a script u need to add to your mission and your cfg remote exec to make work.  if u cannot find it lmk and I will post it in the AM when at my pc

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  • 0

i cant find a installation part

17 hours ago, tinboye said:

Look for blood lust lite on biforum. There is a script u need to add to your mission and your cfg remote exec to make work.  if u cannot find it lmk and I will post it in the AM when at my pc

 

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6 minutes ago, Lenzh | 11thAMB said:

i cant find a installation part

 

i can only find the init part
 

Spoiler

BloodLust_InitUnit =
{
   _unit = _this select 0;
   [_unit] call BloodLust_AddUnitEventHandlers;
};
 
BloodLust_OnUnitRespawn =
{
   _unit = _this select 0;
   _corpse = _this select 1;
   [_unit] remoteExec ["BloodLust_AddUnitEventHandlers"];
};
 
BloodLust_AddUnitEventHandlers =
{
   _unit = _this select 0;
   _unit addEventHandler ["Fired",
   {
       _this call BloodLust_OnUnitFired;
   }];
   _unit addEventHandler ["HitPart",
   {
       _this remoteExec ["BloodLust_OnUnitHitPart"];
   }];
   _unit addEventHandler ["Explosion",
   {
       _this remoteExec ["BloodLust_OnUnitExplosion"];
 
   }];
};

 

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1 hour ago, tinboye said:

yes create a file calling it bloodlust.sqf, place in your mission folder

add

  Reveal hidden contents


BloodLust_InitUnit =
{
   _unit = _this select 0;
   [_unit] call BloodLust_AddUnitEventHandlers;
};
 
BloodLust_OnUnitRespawn =
{
   _unit = _this select 0;
   _corpse = _this select 1;
   [_unit] remoteExec ["BloodLust_AddUnitEventHandlers"];
};
 
BloodLust_AddUnitEventHandlers =
{
   _unit = _this select 0;
   _unit addEventHandler ["Fired",
   {
       _this call BloodLust_OnUnitFired;
   }];
   _unit addEventHandler ["HitPart",
   {
       _this remoteExec ["BloodLust_OnUnitHitPart"];
   }];
   _unit addEventHandler ["Explosion",
   {
       _this remoteExec ["BloodLust_OnUnitExplosion"];
 
   }];
};

bloodlustLITE_bloodmultiplier = 4; 

 

add to your inti.sqf

[] execVM "bloodlust.sqf"

in your

class CfgRemoteExec add

class bloodlust_onunithitpart { allowedTargets=2; };

look at https://community.bistudio.com/wiki/CfgRemoteExec

fore more info on that file

<3

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  • 0

i have not played with it that much, the current settings i showed, would show blood spatter when you get shot, but i didnt see any on AI, i think that has to do with the class bloodlust_onunithitpart { allowedTargets=2; };  and what targets are allowed to use it.  maybe try

 allowedTargets=0;

and see if blood shows for zombies/AI

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5 minutes ago, tinboye said:

i have not played with it that much, the current settings i showed, would show blood spatter when you get shot, but i didnt see any on AI, i think that has to do with the class bloodlust_onunithitpart { allowedTargets=2; };  and what targets are allowed to use it.  maybe try


 allowedTargets=0;

and see if blood shows for zombies/AI

ill try it thanks for your help

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