// SET DEFAULT PARTICLE SETTINGS // Maximum direction shift ( Degrees ) if(isNil "blood_particle_dirshift]")then{blood_particle_dirshift = 35}; // Minimum speed ( Horizontal ) if(isNil "blood_particle_minspeed]")then{blood_particle_minspeed = 2}; // Maximum speed ( Horizontal ) if(isNil "blood_particle_maxspeed]")then{blood_particle_maxspeed = 10}; // Maximum vertical speed if(isNil "blood_particle_maxvertspeed")then{blood_particle_maxvertspeed = 3}; // Minimum vertical speed if(isNil "blood_particle_minvertspeed")then{blood_particle_minvertspeed = -2}; // Factor to spread blood within limits defined above if(isNil "blood_particle_spreadfactor")then{blood_particle_spreadfactor = 2}; // Maximum size of particles if(isNil "blood_particle_maxsize")then{blood_particle_maxsize = 0.07}; // Minimum size of particles if(isNil "blood_particle_minsize")then{blood_particle_minsize = 0.04}; // Number of blood particles if(isNil "blood_particle_number")then{blood_particle_number = 60}; // Colour of blood particles if(isNil "blood_particle_color")then{blood_particle_color = [0.1,0,0,1]}; // Disable blood particle if(isNil "blood_particle_disable")then{blood_particle_disable = false}; // SET DEFAULT OBJECT SETTINGS // Percentage chance of showing blood textures at all if(isNil "blood_particle_spawn_chance")then{blood_particle_spawn_chance = 0.5}; // Make the number of blood particles proportional to the damage being inflicted? if(isNil "blood_particle_damage_proportional")then{blood_particle_damage_proportional = false}; // Time that blood textures hang around for ( Before disappearing ) if(isNil "blood_object_life")then{blood_object_life = 30}; // List of blood texture objects if(isNil "blood_object_list")then{blood_object_list = ["SIX_Blood_Splash1","SIX_Blood_Splash2","SIX_Blood_Splash3","SIX_Blood_Splash4"]}; // Percentage chance of showing each blood texture object ( Must add up to 1 ) if(isNil "blood_object_list_chance")then{blood_object_list_chance = [0.05,0.225,0.325,0.4]}; // Maximum number of blood objects allowed if(isNil "blood_object_maximum")then{blood_object_maximum = 300}; if(isNil "blood_object_disable")then{blood_object_disable = false}; // SET DEFAULT BLEEDING SETTINGS // The global lists of "bleeding" units blood_internal_bleeding_units = []; blood_internal_bleeding_unit_times = []; blood_internal_bleeding_unit_bloodloss = []; // List of blood objects to be used for bleeding units ( In order of size = severity ) if(isNil "blood_bleeding_list")then{blood_bleeding_list = [["SIX_Blood_Splash3","SIX_Blood_Splash3","SIX_Blood_Splash2"],["SIX_Blood_Splash4","SIX_Blood_Splash3","SIX_Blood_Splash2"],["SIX_Blood_Splash1"]]}; // List of the amount of damage to use each of the objects in blood_bleeding_list if(isNil "blood_bleeding_damage")then{blood_bleeding_damage = [0.4,0.7,1]}; // How many seconds between bleeding for damaged units? if(isNil "blood_bleeding_pause")then{blood_bleeding_pause = [[0.5,6],[0.5,3],[0.5,3]]}; // Disable bleeding? if(isNil "blood_bleeding_disable")then{blood_bleeding_disable = false}; // Time that bleeding textures hang around for ( Before disappearing ) if(isNil "blood_bleeding_life")then{blood_bleeding_life = 30}; // Damage from bloodloss per minute if(isNil "blood_bleeding_bloodloss_damage")then{blood_bleeding_bloodloss_damage = [[0,0],[0,0.05],[0.05,0.1]]}; // Allow damage from bloodloss if(isNil "blood_bleeding_bloodloss_disable")then{blood_bleeding_bloodloss_disable = true}; // List of blood chunk objects ( Not implemented ) if(isNil "blood_chunk_list")then{blood_chunk_list = []};