What Is The Best Way Of Making It?

Topics regarding Scripting with Reality Factory
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metal_head
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What Is The Best Way Of Making It?

Post by metal_head »

I've posted a lot of topics about pawn bleeding,but after many tries I just couldn't do it right.I made the pawns bleed using the pain order and instead of animation there I put an explosion named blood...

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AddExplosion("blood",GetLastBoneHit(),0,0,0);
But that's not working for me,because when the pawn gets damaged,yes,he starts bleeding,but he stops for a moment till he bleeds.

I saw that in one of the Juutis's scripts there is a command called check_damage,which I think detects if the pawn's health attribute is being modified it activates the explosion,but I asked about that and nobody answered (maybe it was a stupid question).I cuildn't get that command to work in my scripts(I'm working with the perfectai.s most of the time).

SOON I'll have to release the demo of my game,but I won't be able to do it if I can't get the bleeding right...so please,would you guys be so kind and help me solve this problem.Tell me how you make the blood in your games.Sorry that I'm writing another blood topic again,but I just can't get this to work.
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Juutis
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Re: What Is The Best Way Of Making It?

Post by Juutis »

metal_head wrote:I saw that in one of the Juutis's scripts there is a command called check_damage,which I think detects if the pawn's health attribute is being modified it activates the explosion,but I asked about that and nobody answered
Check again. I answered that post yesterday. :)


The easiest way to make a pawn bleed would be attaching the blood effect to the projectile instead of the pawn. In the projectile definitions in weapon.ini you can define an explosion to be created when the projectile hits an actor. There's a line called 'actorexplosion = ...'. If your blood explosion is named 'blood' just set 'actorexplosion = blood' and every time the projectile hits an actor the blood is created. There's one problem, though, since it works on all actors. So if you have a table or a chair as a StaticEntityProxy or StaticMesh they will bleed too.
Pain is only psychological.
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metal_head
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Re: What Is The Best Way Of Making It?

Post by metal_head »

Yes,that's the problem with the actor explosion,it works perfect,but it works on every actor :D.
I answered that post yesterday
Sorry about not seeing you answered my question btw. I posted another question there too.
Last edited by metal_head on Wed Jul 09, 2008 12:20 pm, edited 1 time in total.
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Sph!nx
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Re: What Is The Best Way Of Making It?

Post by Sph!nx »

Call me a n00b ... wait, I am one! But is it not possible to give certain actor scripts a value, mark or label so that if the actor that gets hit and has that certain label (or something) then the blood will splatter?
Regards Sph!nx

Sven Co-op, DevEd: Development & Editing
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metal_head
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Re: What Is The Best Way Of Making It?

Post by metal_head »

Well,it is possible...I think.My idea was a command which detects if the pawns health attribute is modified,something happens for exampla triggers a trigger or starts bleeding...I'm don't understand simkin very much yet,but I have ideas,whichj should be working.
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