TSBX Posted December 3, 2019 Share Posted December 3, 2019 Lots of particles that look good take time to develop and consider knives an experiment at this point. We might change them completely so doing special particles would be a waste of time right now. Once knives feel right we'll task some improvements on them such as particles, sounds, etc. I just tossed the basic hit particle on the bleed effect and it looks okay for a placeholder. At least just to let players know, "Hey, that guy is bleeding you can probably focus on the other one." Bonus is that it works on the player too. Nothing says, "Use a bandage" Like seeing your blood squirt out in 4 different directions. https://giant.gfycat.com/EachUnfinishedFireant.webm <configs> <append xpath="/buffs/buff[@name='buffInjuryBleeding']/effect_group"> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_impact_metal_on_organic" local_offset="0,.25,0" parent_transform="Hips"/> </append> <insertBefore xpath="/buffs/buff[@name='buffInjuryBleeding']/effect_group"> <update_rate value=".05"/> </insertBefore > </configs> Link to comment Share on other sites More sharing options...
madmole Posted December 3, 2019 Share Posted December 3, 2019 https://7daystodie.com/forums/showthread.php?136323 I just tossed the basic hit particle on the bleed effect and it looks okay for a placeholder. At least just to let players know, "Hey, that guy is bleeding you can probably focus on the other one." Bonus is that it works on the player too. Nothing says, "Use a bandage" Like seeing your blood squirt out in 4 different directions. https://giant.gfycat.com/EachUnfinishedFireant.webm <configs> <append xpath="/buffs/buff[@name='buffInjuryBleeding']/effect_group"> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_impact_metal_on_organic" local_offset="0,.25,0" parent_transform="Hips"/> </append> <insertBefore xpath="/buffs/buff[@name='buffInjuryBleeding']/effect_group"> <update_rate value=".05"/> </insertBefore > </configs> That isn't bad, but AFAIK its 100% chance now? But yeah cool that isn't bad for now maybe Gazz can try it as a placeholder until art can do something cooler. Link to comment Share on other sites More sharing options...
Gareee Posted December 3, 2019 Share Posted December 3, 2019 There sure is, Check it out! Awesome! Now where DID I put that machete? Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 There sure is, Check it out! Can not recommend this unless you want the total bleed duration to be <1 sec instead of the regular 20s or bleeding to do 20x more damage or... something like that. Not even trying to debug that. =P As a hack to demonstrate the feature it works... Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 Can not recommend this unless you want the total bleed duration to be <1 sec instead of the regular 20s or bleeding to do 20x more damage or... something like that. Not even trying to debug that. =P As a hack to demonstrate the feature it works... It's just a particle added to the buff...What is there to debug? - - - Updated - - - Nah... small safes are the perfect size for stacks of cash and dukes, gold, silver, diamonds. Ammo is ok, but kinda common these days for a safe unless it's special ammo. C'mon... I know it's not exactly fun work, but a separate loot group for small safes is in order here. I always thought that jewelry would be a good addition to safes, small ones in particular. Link to comment Share on other sites More sharing options...
meganoth Posted December 3, 2019 Share Posted December 3, 2019 Can not recommend this unless you want the total bleed duration to be <1 sec instead of the regular 20s or bleeding to do 20x more damage or... something like that. Not even trying to debug that. =P As a hack to demonstrate the feature it works... Why would a visual cue necessitate 20x more damage? Or are you talking about TSBX's implementation doing this as a side effect? Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 To be fair I DID change the update rate to show the particle effect constantly instead of once every few seconds, but even so it plays just fine in game. Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 Because his implementation changes the frequency that the ENTIRE buff runs on. I don't know what will happen but it's not something you do casually... Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 Because his implementation changes the frequency that the ENTIRE buff runs on. I don't know what will happen but it's not something you do casually... That's fair, I'm sure you guys can do far better than I can, was just providing a visual example and somebody asked about it so I obliged. EDIT: Well In lieu of making an additional post to further irk Gazz I'm just going to say that Bleeding *SHOULD* have a visual effect regardless of how hacky my implementation within the confines of the current xml is. Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 Like I said, it serves that purpose. Please move this to a modding topic if you want to tinker with that. Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 I see it more like this. <buff name="buffInjuryBleeding" name_key="buffInjuryBleedingName" description_key="buffInjuryBleedingDesc" tooltip_key="buffInjuryBleedingTooltip" icon="ui_game_symbol_critical" icon_color="255,0,0" icon_blink="true"> ... </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingParticle"/> </effect_group> </buff> <buff name="buffInjuryBleedingParticle" name_key="buffInjuryBleedingParticleName" hidden="true"> <duration value="0"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_impact_metal_on_organic" local_offset="0,.25,0" parent_transform="Hips"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffInjuryBleedingParticleTimer" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffInjuryBleedingParticleTimer" operation="add" value="1"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_impact_metal_on_organic" local_offset="0,.25,0" parent_transform="Hips"> <requirement name="CVarCompare" cvar=".buffInjuryBleedingParticleTimer" operation="GTE" value="4"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffInjuryBleedingParticleTimer" operation="set" value="0"> <requirement name="CVarCompare" cvar=".buffInjuryBleedingParticleTimer" operation="GTE" value="4"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleedingParticle"> <requirement name="NotHasBuff" buff="buffInjuryBleeding"/> </triggered_effect> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".buffInjuryBleedingParticleTimer" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_impact_metal_on_organic"/> </effect_group> </buff> Still hacky AF but it should not break anything. =P Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 Thanks, Gazz! Don't think mine broke anything but I'm by no means an XML Xpert like you are. Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 Most likely a small stab with a knife would have done 400 damage. Technically working, but... Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 I'll test it later but that didn't seem to be the case, had plenty of Z's live past a bleed. Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 My other motive was to make it easy to disable/remove. Even my version is definitely a hack. Link to comment Share on other sites More sharing options...
TSBX Posted December 3, 2019 Author Share Posted December 3, 2019 What is a hack if not the idling minds of passion? Link to comment Share on other sites More sharing options...
Gazz Posted December 3, 2019 Share Posted December 3, 2019 I'm a modder. It's how I got here. Now I have to also look at the bigger picture and maintenance... and this one is something I will rip out later so it needs to be as stand-alone as possible. =) Link to comment Share on other sites More sharing options...
TSBX Posted December 4, 2019 Author Share Posted December 4, 2019 But a visual cue for bleeding *IS* going to be baseline going forward, however it's implemented, yeah? I know you can do it right. Link to comment Share on other sites More sharing options...
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