heady89@Posted: Wed Nov 07, 2012 9:35 pm :
Hello,

Is there a way to spawn a blood-decal on a designated area, and/or cause a corpse to do it?
For instance if you've a ragdoll-corpse set to move to a destination, and you want the corpse to actually
make an impact painting the wall with a blood decal.

Kind regards
heady



BloodRayne@Posted: Wed Nov 07, 2012 10:02 pm :
Set they key for "fx_collide" in the decl of the moveable.

e.g.

Code:
entityDef moveable_mygib {
   "inherit"               "moveable_base"
   "fx_collide"               "fx/bloodsplat"
}

// separate gib entities.
entityDef my_gib {
   "inherit"               "moveable_mygib"
   "model"               "models/gib_model.lwo"
   "density"               "0.05"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "nonsolid"               "1"
   "nodrop"               "0"
   "snd_bounce"            "ragdoll_impact"
}



7318@Posted: Thu Nov 08, 2012 10:23 am :
interesting, this could be done to every corpse so that when they impact they leave a bloodsplat behind.



heady89@Posted: Wed Nov 07, 2012 9:35 pm :
Hello,

Is there a way to spawn a blood-decal on a designated area, and/or cause a corpse to do it?
For instance if you've a ragdoll-corpse set to move to a destination, and you want the corpse to actually
make an impact painting the wall with a blood decal.

Kind regards
heady



BloodRayne@Posted: Wed Nov 07, 2012 10:02 pm :
Set they key for "fx_collide" in the decl of the moveable.

e.g.

Code:
entityDef moveable_mygib {
   "inherit"               "moveable_base"
   "fx_collide"               "fx/bloodsplat"
}

// separate gib entities.
entityDef my_gib {
   "inherit"               "moveable_mygib"
   "model"               "models/gib_model.lwo"
   "density"               "0.05"
   "friction"               "0.1"
   "bouncyness"            "0.2"
   "nonsolid"               "1"
   "nodrop"               "0"
   "snd_bounce"            "ragdoll_impact"
}



7318@Posted: Thu Nov 08, 2012 10:23 am :
interesting, this could be done to every corpse so that when they impact they leave a bloodsplat behind.