serabella Posted June 19, 2011 Share Posted June 19, 2011 Have you played dead rising when tons of blood comes from each zombie? Is it possible to do so for GTA San Andreas? Link to comment Share on other sites More sharing options...
LikeBAX Posted June 20, 2011 Share Posted June 20, 2011 Some scripts with particle effects... Link to comment Share on other sites More sharing options...
t0grul Posted June 20, 2011 Share Posted June 20, 2011 Nope this is impossible man..... In GTA IV this is possible. tell me if i'm wrong Link to comment Share on other sites More sharing options...
Bad.boy! Posted June 20, 2011 Share Posted June 20, 2011 You can make the blood texture always bigger. And I think it's possible with a cleo script like this* {$CLEO .cs}Thread 'BLOOD':BLOOD_1wait 0ifPlayer.Defined($PLAYER_CHAR)jf @BLOOD_1:BLOOD_2wait 0if0AD2: [email protected] = player $PLAYER_CHAR targeted_actor //IF and SETjf @BLOOD_2wait 1000226: [email protected] = actor [email protected] health [email protected] < 10jf @BLOOD_2wait 100066A: [email protected] = attach_particle "BLOOD" to_actor [email protected] with_offset (X) (Y) (Z) rotation (X) (Y) (Z) flag 1 066A: [email protected] = attach_particle "BLOOD" to_actor [email protected] with_offset (X) (Y) (Z) rotation (X) (Y) (Z) flag 1 wait 5000064F: remove_references_to_particle [email protected] 064F: remove_references_to_particle [email protected] Actor.RemoveReferences([email protected])jump @BLOOD_1 *note: not working Link to comment Share on other sites More sharing options...
fishfinger Posted June 22, 2011 Share Posted June 22, 2011 You can edit your dff file to add particule too . ( with dexx tool and rw analizer ) I've actually got zombies on fire or with fly flying around , so i think blood will not be a problem . Link to comment Share on other sites More sharing options...
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