Arma 3
BloodLust
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Opdatering: 10. juni 2016 kl. 21:39

[6-10-2016] v2.4:
Added parameter validation on BloodLust_CreateBloodSpray to prevent possible script error.
Added vaporization effect to units which are killed from a high-speed fall.
Added blood splatters for units hit by explosions.
Added more blood splatter textures.
Fixed cleanup functionality not executing.
Added credits button to BloodLust Settings menu.
Added large blood splatter model for vaporization damage.

Opdatering: 7. juni 2016 kl. 15:56

[6-7-2016] v2.34:
Fixed script error in multiplayer core regarding an undefined variable, "_lastEventTime".

Opdatering: 5. juni 2016 kl. 21:13

[6-5-2016] v2.33:
Exploding vehicles will now cause its crew to vaporize.
Gib textures tweaked.
Added unit vaporized event hook.
Added camera switch to a gib upon vaporization of the player.
Possible performance improvement in multiplayer (switched remoteExecCall with remoteExec).

Opdatering: 4. juni 2016 kl. 18:24

[6-4-2016] v2.32:
Fixed script error in multiplayer core when a unit was hit.

Opdatering: 3. juni 2016 kl. 16:01

[6-3-2016] v2.31:
Added BloodLust Settings menu to multiplayer.
Increased amount of blood splatters emitted.
Fixed addon key and signature.

Opdatering: 2. juni 2016 kl. 11:37

Opdatering: 1. juni 2016 kl. 18:33

Added key and signatures for the addon for multiplayer servers.

Opdatering: 1. juni 2016 kl. 8:08

[6-1-2016] v2.3:
Remade gibs which now consist of body parts.
Fixed vaporized gib spawn bug (only one set of gibs would spawn per game).
Fixed explosion bleed bug (units were bleeding an insane amount when hit with an explosive but survived).
Fixed massive framerate drop when a large explosions goes off near blood splatters.
Expanded programability for modders by adding pre and post event handlers for BloodLust events.
Added multiplayer support (WIP).
Added sound effects for blood sprays and additional sounds for vaporization.
Temporarily removed meat chunks (will create new models in the future).

Opdatering: 24. maj 2016 kl. 16:49

[5-24-2016] v2.2:
Improved performance on explosive handling -- now handled by dedicated Explosion event handler (also resulting in better damage accuracy).
Enhanced vaporization gib selection algorithm.
Added hand and arm gibs.
Made blood slightly transparent.
Added blood mist to vaporization effect (courtesy of BadBenson).
Added heat wave effect to vaporized objects.
Replaced the two ugly oval blood splatters with more natural shapes.
Overhauled blood splatter system (complete rewrite).
Blood splatters from vaporization now utilize new blood splatter system, resulting in blood on walls, and ceilings.
Improved blood splatter monitoring (removes blood splatters that are at invalid positions).
Bleeding wounds will now smear across surfaces (such as when a unit is shot against a wall and slumps over).
Added speed threshold for blood to emit from gibs, preventing bleed spam.
Increased variety of vaporization blood splatter textures.
Vaporization is now enabled on the player by default.
Fixed timing issues with splatter spawning.
Increased default bleed duration.
Explosion force now determines vaporized gib speed.
Modified the "Man" class to emit blood regardless if blood is disabled in the Game Settings (this is for those who want to keep blood mists but remove the pizza sauce blood pools from the base game).
Added arterial blood spray (blood will spray out during bleeding).
Added texture preloading to cache blood textures for quicker loading.

Opdatering: 19. maj 2016 kl. 13:51

[5-19-2016] v2.1:
Overhauled vaporization conditions.
Added body exploding sound effects to vaporization.
Added two new gibs (skull fragment and bone shard).
Added collision sounds when a unit is hit by a vehicle.
Added probability that a unit can be vaporized when hit by a high-speed vehicle.
Fixed intestine gib (was frozen in place).
Reduced gib bounciness.
Added version number to BloodLust Settings menu.
Added distance-based clean-up of BloodLust (removes splatters, gibs, etc, once the player leaves the area; can be toggled via Settings Menu).
Moved all scheduled code into PFHs.
Refactored code base, prefixing all global variables with "BloodLust_" to prevent naming collision.