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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;