Arma 3
BloodLust
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更新:2016年5月5日 @ 12時52分

[5-5-2016] v1.71:
Fixed script error on bleed.

更新:2016年5月5日 @ 0時01分

[5-5-2016] v1.7:
Remade blood splatter textures.
Overhauled blood splatter system to use units' hitpoint health, resulting in large, medium, and small blood splatters.
Dead units will now continue to bleed out, leaving puddles of blood where they were hit.
Performance improvements.

更新:2016年5月4日 @ 12時58分

v1.7b:
Meat chunks now shoot out towards the path of the projectile.
Meat chunks are now less bouncy.
Tweaked values for more blood and increased splatter limits.
Increased gib bleed rate.

更新:2016年5月3日 @ 9時21分

v1.7a:
Meat chunks now emit blood when it hits surfaces.
Reduced meat chunk spawns.
Added leg gibs for vaporization (very WIP).
Modified blood splatters to be darker and not glow indoors.

更新:2016年5月1日 @ 17時24分

[5-1-2016] v1.6:
Added meat chunks and brain matter when a unit is hit (WIP).
Added blood drip sounds on bleeding.

更新:2016年4月24日 @ 14時02分

[4-24-2016] v1.5:
Added bleeding (units will drip blood).

更新:2016年4月24日 @ 9時09分

[4-24-2016] v1.41:
Changed vaporization implementation to make unit invisible instead of deleting them (to prevent issues with missions and various scripts).
Added configurables to toggle vaporization.

更新:2016年4月23日 @ 22時41分

[4-24-2016] v1.4:
Added jitter to blood splatter placement, causing them to look more messy.
Randomized amount of blood splatters emitted per hit (still limited to BloodSplatterIterations).
Added more configurables.
Updated surface intersection blacklist, allowing objects baked into a map to receive splatters.
Explosives will "vaporize" a unit (such as an explosive charge) -- Will be expanded upon in the future.
Optimized parts of code, resulting in improved performance.

更新:2016年4月22日 @ 23時55分

[4-23-2016] v1.31:
Increased blood splatter iterations (more blood emitted).
Added code to allow for configuration (still WIP; will include a mission in the future to configure values).

更新:2016年4月22日 @ 11時01分

[4-22-2016] v1.3:
Splatters will now be removed if they are no longer at a valid position (such as a building that was just destroyed) -- reduces floating splatters.
Added limit to amount of hits which occur per unit per HitPart event (should improve performance on large explosions or splash damage).