Chris Death - I have implemented a
basic damage from bloodloss system. It is basic because there is no feedback to the user that they are dying from bloodloss. If you can work out a way that looks nice, I'd be happy to make version 1.5, and credit you appropriately
Well dont have the time to do it myself now, but someone really should take a look at this addon and OPTIMIZE it.
Hehe I'd like to see you try. Do you think I haven't?
Think about what we are trying to do: Create up to 40 or so new objects for everytime a unit in the game is hit. Even at a maximum object count of only 500 or so, the processor still needs to work out where these are for every frame that is produced. This, unfortunately, sucks frame rate.
Even though I monitor every blood splat that is created, if 100 units are hit at the same time, up to 100 * 40 = 4000 blood objects will be created. It then takes time for the scripts to remove however many blood objects need to be removed in order to match the 'blood_object_maximum' variable.
The script is customisable by global variables - you can easily lower the number of blood objects created to suit.
Putting a pause in spawn_particles will do nothing except make the blood look like it is
flowing out of the unit, whereas realistically the blood will come out like a shotgun blast due to transfer of momentum.
If you've ever shot a pig with a shotgun, you'll know what i mean. It is a spray, not a trickle.
spawn_particle will only loop 10 or so times in any case.
If you can make a script that spawns hundreds of objects from particles, and then monitors all of these objects in order to make them dissappear after a certain amount of time, and keep the frame rate unhindered, then I take my hat off to you ;D