• a blood spray tool with the tf2 blood effects?
    4 replies, posted
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 :(
[url]http://www.garrysmod.org/downloads/?a=view&id=74432[/url]
[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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