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Bloody Mess

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  • 0 Likes
  • Warhammer Online
  • 22 Monthly Downloads
  • Supports: 1.3.1
  • 8,581 Total Downloads
  • Updated 04/21/2009
  • Created 12/13/2008
  • 15 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: Bloody Mess 1.2 R1
or

About Bloody Mess

Bloody Mess

Blood effects for when you hit things or get hit by things!


Watch the video to see it in action!
  • Fixed an issue that caused the options window not to show.

Comments

First Previous Page 1 of 3 Next Last
  • #32
    If you want the effect only for crits the you must open "Bloody Mess.lua" with notepad.
    Look into the last section of the file where something like:

    if ( hitAmount
    if ( textType == 2 ) then
    -- critical melee damage
    for i = 1, (BloodyMess.amountNormal+BloodyMess.amountCritical)*BloodyMess.amountModifier do
    BloodyMess.PlayEffect( hitTargetObjectNumber, nil, true )
    end
    elseif ( textType == 3 ) then
    -- critical magic damage
    for i = 1, (BloodyMess.amountNormal+BloodyMess.amountCritical)*BloodyMess.amountModifier do
    BloodyMess.PlayEffect( hitTargetObjectNumber, BloodyMess.effects[math.random(table.getn(BloodyMess.effects)-5)], true )
    end
    end
    end

    there you replace wht stands ther with the text above, it's just that I cut the normal damage out and only the crits remained.
  • #31
    Could you make a version for World of Warcraft plz ^_^.
    I am looking for something like this to "mature" WoW content.
  • #29
    Pretty nice.

    What would be awesome would be blood splatter staying _on the ground_ so as you fight it gets all gory.
  • #26
    a nice idea for effect addon

    if this can disable Warhammer's spell effect (such as ROF, POS)
    it can cut my pc's lag

    and just load bloody whenever i was hit or the area was hit
  • #25
    having an idea here... if you could go in an fetch the close combat fatality blood effect from age of conan (3d blood effects on your screen) and use that for criticals it would be awesome.
  • #23
    Any further updated for BM? :/
  • #21
    Is it possible to modify the .lua code to disable the effects on my character, but allow the effects to play on enemies?
  • #22
    Nevermind, I figured it out.
  • #27
    Care to share how you did it? :)
  • #24
    A built in option to disable the effects on the player's character would be nice.
  • #18
    This sounds really interesting, but from the video the splatter was rather distracting due to the sheer amount/big size of it. But if I've read the options correctly, you can change the amount/size right?

    Other than that Wambo's suggestion sounds pretty logical and nice to. Would be able to see rather easily when you score big hits and/or crits, etc, and also be able to set some minimum % for the splatter to come into effect. Small cuts don't usually make blood fly. ^^

    A texture costumization option might also be something interesting to implement (along the lines with what wroucaec suggested below me).

    I'll go try this out now, and might come with more suggestions later.
  • #19
    The video is old and in a resolution I didn't have scaling right.
  • #28
    Looking a whole lot better ingame, but I'd say a few splashes are still a bit too big (and some of the blood effects look a bit plastic). Nice work though.
  • #17
    hrhr, what a fantastic mod.

    btw, since casters don't really hack into a body and engineers don't really cast, have you considered adding different types of animations? Magic Clouds, burned flesh through napalm and so on? ;x
  • #15
    Xtreme Awesomeness :D

    A really nice idea and good style :)

    Is there a chance that you can scale the amount of blood with the % of Damage taken? That whould be cool *g*
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