Post: [SCRIPT] Human Bleeding + New Effect
11-03-2012, 06:54 PM #1
iPROFamily
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); Put this effect in Init:
    level._effect["iPROBleeding"] = LoadFx( "trail/fx_trail_blood_streak_mp" );


Script:
My Version:
    ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
while( 1 )
{
playFx( level._effect["iPROBleeding"], self getTagOrigin( "j_head" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineUpper" ) );
wait .3;
}
}


You must login or register to view this content. Version:
    ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}

This effect looks great on PS3.
Since i have long time i don't release nothing here for you guys.
Someone please record this effect so people can see how it looks like<Happy
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The following 6 users say thank you to iPROFamily for this useful post:

-Zane, Day, Doodle-Bug, Cmd-X, sirsmokealotENG
11-04-2012, 06:52 PM #11
Cmd-X
It's been awhile.
Originally posted by iPROFamily View Post
LOL i aint tryna blow


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The following user thanked Cmd-X for this useful post:

RaspberryIce
11-04-2012, 06:56 PM #12
iPROFamily
Gym leader
Originally posted by X View Post
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CTFU who's that
11-04-2012, 07:39 PM #13
Day
Brute
Originally posted by X View Post
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:lol: :brilliant:
11-04-2012, 07:39 PM #14
RaspberryIce
Bounty hunter
Originally posted by X View Post
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11-06-2012, 12:06 AM #15
Choco
Respect my authoritah!!
Originally posted by iPROFamily View Post
Put this effect in Init:
    level._effect["iPROBleeding"] = LoadFx( "trail/fx_trail_blood_streak_mp" );


Script:
    ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
while( 1 )
{
playFx( level._effect["iPROBleeding"], self getTagOrigin( "j_head" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineUpper" ) );
wait .3;
}
}

This effect looks great on PS3.
Since i have long time i don't release nothing here for you guys.
Someone please record this effect so people can see how it looks like<Happy


    ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}
11-06-2012, 12:21 AM #16
iPROFamily
Gym leader
Originally posted by Choco View Post
    ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}


That's better :p

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