Arma 3
BloodLust
JonnyBoi Jul 4, 2022 @ 5:59am
Realistic/Best BloodLust settings
Currently looking for new or more realistic settings to add the best visual experience. My old settings were changed and I'm having difficulty finding what configurations look the most realistic. Please comment with any suggestions or preferences if you have any, cheers!
< >
Showing 1-12 of 12 comments
Rogue Fossil Sep 3, 2022 @ 5:37am 
I have the same problem too, I used preset called "whole lotta blood" (or something). When I had to reinstall Arma 3, I lost this settings and can't find it anywhere. If I remember correctly, the presets were in a thread at this mod page, but now I suppose that they were deleted.
Toto Sep 14, 2022 @ 12:40am 
bump
Snek Overlord Oct 28, 2022 @ 4:38pm 
bump
Blacky Kane Nov 30, 2022 @ 1:45pm 
bump
TheJizzinator Dec 29, 2022 @ 12:43pm 
Bump
Verox Mar 20, 2023 @ 5:15pm 
bump
octokrakish May 7, 2023 @ 7:16am 
bump
002159 Jan 2, 2024 @ 1:02am 
bump
BDuck Jan 10, 2024 @ 12:43pm 
bump
Murk Feb 23 @ 6:33pm 
bump
BMP Infantry Fighting Vehicle
EDIT: For those who wish to import my settings without needing to set every value manually I included an importable block of code at the end of the file.

NOTE: These settings will also eliminate the flickering on blood textures if you have the problem.

For anyone that still wants/need realistic values, these are the configs I've found works best after extensive testing.

(Note this was tested in single player on a Intel 13th gen core I5 13400F, with 32 gigs of RAM and a Nvidia RTX 3060, so you may need to dial it down for systems with lower specs or for servers with a dozen or more players.)

---

Bleeding (drops & intervals)

Bleed droplet limit
Value: 120
Explanation: Keeps trails long and believable without flooding the scene in large firefights. Lower to ~100 if you ever notice stutter in mass battles.


Bleed duration
Value: 240 (seconds)
Explanation: Safety cap for how long a bleed spawner can run. Real bleed will stop earlier if the units wound state ends.

### Bleed interval slowdown
Value: 0.45
Explanation: Starts fast and wet,, then slows by ~45% as time passes, mimics natural tapering of blood loss.

Bleed interval variance
Value: 0.25 (25%)
Explanation: Adds randomness so drops doesn't appear on a perfect metronome.

### Bleed interval (base)
Value: 0.50 (seconds)
Explanation: Half second base spacing gives dense but readable trails when the unit is walking/crawling.

### Drop placement jitter
Value: 0.18 (meters)
Explanation: Small lateral wobble so trails don't look like a perfect railroad track.

---

## Smearing & Pooling

### Blood pool frame rate
Value: 30 (updates/sec)
Explanation: Smooth pool growth without wasting CPU. Drop to 24 if you ever see hitching in very busy missions.

### Blood smear duration
Value: 240 (seconds)
Explanation: Several minutes of dragged streaks while a unit is still bleeding; then naturally fades.

### Blood smear interval slowdown
Value: 0.45
Explanation: Smears start dense then ease up over time, matching the main bleed behavior.

### Blood smear spacing
Value:0.30 (meters)
Explanation: Tight, believable smear segments. Raise to 0.35 if it looks like a continuous paint roller; lower to 0.25 for denser smears.

---

## Splatter (non-obliteration)

### Blood splatter angle jitter
Value: 10 (degrees)
Explanation: Impact fans stay organic without going chaotic (8–12° also fine).

### Blood splatter limit
Value: 140
Explanation: Global cap for active splatter decals keeps density high but safe for performance.

### Blood splatter placement jitter
Value: 0.12 (meters)
Explanation: Small lateral scatter so impact blotches don't form perfect circles.

### Blood splatter probability
Value: 0.70 (70%)
Explanation: Not every hit throws a visible splatter; feels right at CQB ranges.

### Explosive damage threshold
Value: 0.35
Explanation: Only meaningful blasts trigger splatter avoids tiny grenade tickle paint.

### Max blood splatters per hit
Value: 3
Explanation: A couple of distinct blotches per bullet impact; avoids comic-book showers.

### Max blood splatters to spawn from explosions
Value: 10
Explanation: Messy but not screen-filling for grenades and light explosives.

### Max spawn distance (ground)
Value: 1.5 (meters)
Explanation: Keeps ground splats near the victim; longer throws look cartoony.

### Max spawn distance (surface)
Value: 2.0 (meters)
Explanation: Nearby walls and props can catch spray without painting faraway surfaces.

### Projectile caliber factor
Value:* 1.20
Explanation: Heavier calibers subtly increase count/size vs. small arms while staying grounded.

---

## Spray & Arterial

### Blood spray frame rate
Value: 40 (updates/sec)
Explanation: Smooth close-up jets without burning CPU cycles needlessly.

### Blood spray jitter
Value: 0.08 (meters)
Explanation: Tiny wobble so jets don't look laser-straight.

### Blood spray limit
Value: 60
Explanation: Caps concurrent spray emitters to keep frames stable in large fights.

### Blood spray probability
Value: 0.60 (60%)
Explanation: Only some impacts produce a visible directional jet keeps tone realistic.

### Blood sprays to spawn on hit
Value: 1
Explanation: One directional jet per meaningful hit; heavy calibers may escalate via caliber factor.

### Arterial blood spray duration
Value: 7 (seconds)
Explanation: Brief, forceful spurts that taper quickly gritty but not a fountain.

### Arterial blood spray frame rate
Value:45 (updates/sec)
Explanation: Extra-smooth rendering because arterial effects are very noticeable up close.

### Arterial blood spray limit
Value: 12
Explanation: Enough for simultaneous casualties without chaos or perf spikes.

### Arterial blood spray probability
*Value: 0.15 (15%)
Explanation: Rare, mostly on severe hits; keeps the tone grounded.

---

## Trails

### Blood trail cancel distance
Value: 0.60 (meters)
Explanation: Prevents stamping a new drop unless the unit moved ~2 feet; avoids dot-puddles when shuffling in place.

### Blood trail duration
Value: 240 (seconds)
Explanation: Cap for trail spawner longevity; actual bleeding may stop earlier with wound changes.

### Blood trail probability
Value: 0.65 (65%)
Explanation: Most meaningful hits leave a trail while moving, but not every tickle looks natural.

### Blood trail spacing
Value:0.32 (meters)
Explanation: Realistic, tight spacing for walking/crawling trails. Adjust ±0.03 m to taste.

### Triggering body parts (SQF array)
Value: ["torso","pelvis","arms","legs"]
Explanation: Enables trails from legs/torso and helpful arm streaks while prone. Excludes head for a less dramatic, more realistic look.
*Formatting tip:* keep lowercase names, double quotes, commas, and square brackets exactly as shown, it may show the " as ' after saving the values, but it will work anyway.

---

## Obliteration (rare, not Hollywood)

### (Obliteration) blood splatter placement jitter
Value:0.22 (meters)
Explanation: Wider scatter than standard bullet hits, but not a paint bomb.

### falling obliteration gib speed factor
Value: 0.85
Explanation: Damps launch speed so fall gibs don't yeet unrealistically far.

### falling obliteration gib speed threshold
Value:14.0 (m/s)
Explanation: Only very hard impacts can trigger fall obliteration keeps it rare.

### gib bleed duration
Value:90 (seconds)
Explanation: Short seep from gibs that feels believable and then stops.

### gib limit
Value:16`
Explanation: Prevents big blasts from spawning so many gibs that performance tanks.

### gib-speed explosive force factor
Value:0.90
Explanation: Moderate shove from blasts; avoids cartoonish arcs.

### required damage threshold
Value: 0.80
Explanation: Needs ~80% serious damage to obliterate keeps it exceptional.

### total blood splatters to spawn on obliteration
Value:12
Explanation: Messy but restrained; scales well in co-op without covering every surface.

---

## Quick tweak options
- Too much? Lower probabilities** by ~0.10 and limits by ~15-30%.
- Too little? Raise probabilities** by ~0.10 or decrease spacing by 0.02 -0.05 m.
- Micro stutter in big battles? First lower: splatter limit, spray limit, or pool/smear durations.

*****
For those who wish to simply import my settings "as is" the following file is provided for your convenience:

BloodLust_ArterialBloodSprayDuration = 7;BloodLust_ArterialBloodSprayFramerate = 80;BloodLust_ArterialBloodSprayProbability = 0.75;BloodLust_BleedDuration = 240;BloodLust_BleedFrequency = 0.45;BloodLust_BleedFrequencySlowdownAmount = 0.45;BloodLust_BleedFrequencyVariance = 0.025;BloodLust_BleedSmearDuration = 240;BloodLust_BleedSmearFrequencySlowdownAmount = 0.5;BloodLust_BleedSmearSpacing = 0.3;BloodLust_BleedSoundAudibleDistance = 10;BloodLust_BleedSoundAudibleVolume = 4;BloodLust_BleedSplatterJitterAmount = 0.18;BloodLust_BloodLustActivationDistance = 300;BloodLust_BloodPoolFramerate = 39.6621;BloodLust_BloodSplatterAngleJitterAmount = 10;BloodLust_BloodSplatterGroundMaxDistance = 1.5;BloodLust_BloodSplatterIntersectionBlackList = "['#particlesource', 'dummyweapon.p3d', 'BloodSplatter_Plane', 'BloodSplatter_SprayPlane', 'WeaponHolderSimulated', 'WeaponHolder', 'Thing', 'Man', 'AllVehicles', 'Default']";
BloodLust_BloodSplatterIntersectionMaxDistance = 4;BloodLust_BloodSplatterIterationCaliberMultiplier = 0.3;BloodLust_BloodSplatterIterations = 3.4;BloodLust_BloodSplatterJitterAmount = 0.12;BloodLust_BloodSplatterProbability = 1;BloodLust_BloodSprayFramerate = 90;BloodLust_BloodSprayIterations = 1;BloodLust_BloodSprayJitterAmount = 0.08;BloodLust_BloodSprayProbability = 0.6;BloodLust_BloodSpraySoundAudibleDistance = 7;BloodLust_BloodSpraySoundAudibleVolume = 1.5;BloodLust_BloodTrailCancelDistance = 2;BloodLust_BloodTrailDuration = 240;BloodLust_BloodTrailProbability = 0.75;BloodLust_BloodTrailSpacing = 0.28;BloodLust_BloodTrailTriggeringSelections = "[""torso"",""pelvis"",""arms'"",'""legs'""]";BloodLust_CleanUpDelay = 200;BloodLust_CleanUpDistance = 100;BloodLust_ExplosionBloodSplatterIterationMultiplier = 30;BloodLust_ExplosionDamageThreshold = 0.35;BloodLust_ExplosionGibForceMultiplier = 0.9;BloodLust_FallingVaporizationGibSpeedScalar = 0.85;force BloodLust_FallingVaporizationSpeedThreshold = 14;BloodLust_GibBleedDuration = 60;BloodLust_IsArterialBloodSprayEnabled = true;BloodLust_IsBleedingEnabled = true;BloodLust_IsBleedingTiedToUnitState = true;BloodLust_IsBloodLustEnabled = true;BloodLust_IsBloodLustEnabledForDeadUnits = true;BloodLust_IsBloodPoolingEnabled = true;BloodLust_IsBloodSprayEnabled = true;BloodLust_IsBloodTrailEnabled = true;BloodLust_IsCleanUpEnabled = true;
force BloodLust_IsFallingVaporizationEnabled = true;BloodLust_IsMultiplayerCoreEnabledInSingleplayer = false;BloodLust_IsSplatteringEnabledForUnitsInVehicles = false;BloodLust_IsUnderCharacterBloodSplatterEnabled = true;force BloodLust_IsUnitVehicleCollisionEffectsEnabled = true;force BloodLust_IsVaporizationEnabled = true;force BloodLust_IsVaporizationEnabledOnPlayer = false;BloodLust_IsVaporizedGibCamSwitchEnabled = false;BloodLust_IsVaporizedHeatWaveEnabled = true;force BloodLust_IsVehicleCrewVaporizationEnabled = true;BloodLust_MaxArterialBloodSprays = 20;BloodLust_MaxBleedSplatters = 500;BloodLust_MaxBloodSplatters = 500;BloodLust_MaxBloodSprays = 60;BloodLust_MaxGibs = 16;force BloodLust_UnitVehicleVaporizationCollisionSpeed = 30;force BloodLust_UnitVehicleVaporizationProbability = 0.25;force BloodLust_VaporizationAmmoClassnames = "['MissileCore', 'RocketCore', 'TimeBombCore', 'GrenadeCore', 'ShellCore', 'BombCore']";force BloodLust_VaporizationDamageThreshold = 0.8;BloodLust_VaporizedBloodSplatterIterations = 12;BloodLust_VaporizedBloodSplatterJitterAmount = 0.22;
Last edited by Silveressa; Aug 22 @ 8:00am
< >
Showing 1-12 of 12 comments
Per page: 1530 50