Author Topic: Server_RBlood not working properly when it comes to prefs.  (Read 198 times)

I've set LimbReddening to false in the server.cs file of the zip and it's still reddening players & bots. If you don't know why I mean I'll give you a part of what I'm talking about.

                                                                                 
// -- General Blood -----
if(checkPref($Pref::RBloodMod::MinimumBloodThreshold)) $Pref::RBloodMod::MinimumBloodThreshold = 1;      
// Minimum amount of damage required for blood to appear

if(checkPref($Pref::RBloodMod::BloodFadeTime)) $Pref::RBloodMod::BloodFadeTime = 15000;
// Time blood static shapes will stick around before disappearing

if(checkPref($Pref::RBloodMod::DisableStatic)) $Pref::RBloodMod::DisableStatic = false;
// Disable/Enable static shape blood

if(checkPref($Pref::RBloodMod::DisablePuddleTrigger))   $Pref::RBloodMod::DisablePuddleTrigger = true;
// Disable/Enable spawning of triggers that add blood to player's feet when walking over blood puddles

if(checkPref($Pref::RBloodMod::UseCubeGore)) $Pref::RBloodMod::UseCubeGore = true;
// Disable/Enable cube debris based gore

if(checkPref($Pref::RBloodMod::LimbReddening)) $Pref::RBloodMod::LimbReddening = false;
// Disable/Enable player limb node reddening when exposed to blood

if(checkPref($Pref::RBloodMod::LimbReddeningFactor)) $Pref::RBloodMod::LimbReddeningFactor = 0;         
// Raise this to lower the amount of reddening that occurs

if(checkPref($Pref::RBloodMod::LimbReddeningSplash)) $Pref::RBloodMod::LimbReddeningSplash = 0;
// Scale amount of limb reddening splash that occurs when someone is shot

if(checkPref($Pref::RBloodMod::BloodColor)) $Pref::RBloodMod::BloodColor = "1 0 0 1";
// Color of blood


I've increased the "LimbReddeningFactor" because it apparently lowers the reddening.

type the prefs via console. it'll save

Code: [Select]
// -- General -----
$Pref::RBloodMod::MinimumBloodThreshold = 1;         // Minimum amount of damage required for blood to appear
$Pref::RBloodMod::BloodFadeTime = 15000; // Time blood static shapes will stick around before disappearing
$Pref::RBloodMod::DisableStatic = false;         // Disable/Enable static shape blood
$Pref::RBloodMod::UseCubeGore = true; // Disable/Enable cube debris based gore
$Pref::RBloodMod::LimbReddening = true; // Disable/Enable player limb node reddening when exposed to blood
$Pref::RBloodMod::LimbReddeningFactor = 0; // Raise this to lower the amount of reddening that occurs
$Pref::RBloodMod::LimbReddeningSplash = 1; // Scale amount of limb reddening splash that occurs when someone is shot
$Pref::RBloodMod::BloodColor = "1 0 0 1";         // Color of blood

// -- Dismemberment -----
$Pref::RBloodMod::UseLimbStubs = true; // Disable/Enable limb dismemberment stubs
$Pref::RBloodMod::DismemberDamage = 90; // Damage required to shoot off a limb

// -- Explosions --------
$Pref::RBloodMod::DistanceToGib = 6; // Distance from epicenter of explosion required to gib players killed in explosions
$Pref::RBloodMod::MinimumGibDamage = 70; // Minimum radius damage required to gib somebody
$Pref::RBloodMod::StaticBloodAmt = 1; // Scale amount of static blood that occurs when someone is gibbed

// -- Bleeding -----------
$Pref::RBloodMod::DisableBleed = false; // Disable/Enable bleeding after damage
$Pref::RBloodMod::BloodTimeScale = 1; // Scale length of bleeding effect
$Pref::RBloodMod::BloodAmountScale = 1; // Scale amount of blood that occurs during blood effect

type the prefs via console. it'll save

Code: [Select]

Thanks. I managed to get it to work now.

locking


whoops I can't lock this
You can, you just have to do it while making a post


You can, you just have to do it while making a post


This is what I have

Damn I guess you canít lock in Help after all, my b