or at least make it so that it replaces the current blood spray tool with tf2 blood or something.
Edit: ignore this as ive found a way to do it myself
Edit2, apperently not since whenever any blood happens in gmod now it just becomes an error message :(
[QUOTE=vong888;25190197]or at least make it so that it replaces the current blood spray tool with tf2 blood or something
Edit: ignore this as ive found a way to do it myself
Edit2, apperently not since whenever any blood happens in gmod now it just becomes an error message :([/QUOTE]
Well, In the source engine, The TF2 blood effects and episode 2 blood effects "Soft Particles" have the same name, so the only way really, would be to copy the tf2 blood pcf, And rename all the blood splats.
[QUOTE=Russian;25411237][url]http://www.garrysmod.org/downloads/?a=view&id=74432[/url][/QUOTE]
Is that what gave it to me? I had that same addon...
[lua]
local BloodChange = {};
local BloodColors = {
RED,
YELLOW,
GREEN,
MECH,
ANTLION,
ZOMBIE,
ANTLION_WORKER
};
function BloodChange.NextBloodColor( ent )
if !ent.i then
ent.i = 1;
end
local color = BLOOD_COLOR_..BloodColors[ent.i];
ent:SetBloodColor( color );
if ent.i < #BloodColors then
ent.i = ent.i + 1;
else
ent.i = 1;
end
end
function BloodChange.TargetEntity( ply, cmd, args )
local tr = ply:GetEyeTrace();
local ent = tr.Entity;
local color = ent:GetBloodColor();
if ( tr.HitNonWorld ) && ( IsValid(ent) ) && ( ent:GetClass() == "Player" or ent:GetClass() == "npc_*" ) then
if !ent:GetVar("BloodChange") then
ent:SetVar("BloodDefault", color);
ent:SetVar("BloodChange", true);
end
BloodChange.NextBloodColor( ent, color );
else
print( "You must choose a valid entity! (Player or NPC)" );
return;
end
end
concommand.Add("next_bloodcolor", TargetEntity);
[/lua]
I wrote this up without testing, so if there are any errors PM me.
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