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DoD Gore Custom (v1.7)

by diamond-optic · 2006-07-17 · 32 replies · 31117 views · 659 downloads

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From the first post

DoD Gore Custom
n
- Version 1.7
n- 01.03.2006
n- edited: diamond-optic
n- port: firestorm
n- original: mike_cao
n- Server List: http://www.game-monitor.com/search.php?rulename=dod_gore_custom_stats
n
nCredit:
n
- Original plugin by mike_cao (plugin_gore)n- Ported to DoD by FireStormn- Modified by diamond-optic
Information:
n
- Adds more gore & such to day of defeat...n- Works with both win32 & linux servers....
CVARs:
n
dod_gore "abcdef" //Gore Flagsnn //needs "c" flagn dod_gore_bleed_hp "5" //Bleed when hp gets to this or lowern dod_gore_bleed_sound "1" //play sound when player bleedsn dod_gore_bleed_sound_when "2" //when to play sound after they start bleeding:n // 1 = everytime they bleed during that lifen // 2 = only the 1st time during that lifenn //needs "f" flagn dod_gore_heartbeat_hp "1" //Start heartbeat when hp gets to this or lower
Gore Flags:
n
a - Headshot blood nb - More blood for non-headshotsnc - Bleeding on low healthnd - Even More Bloodne - Brain gibs for headshotsnf - Heartbeat sound that nearby players can hear
Version Info:
n
- 06.11.2006 Version 1.0n Released modified version of FireStorms gore pluginnn- 06.25.2006 Version 1.1n Added CVAR for bleeding effect hpnn- 06.30.2006 Version 1.2n Made a few adjustments to the fx & suchnn- 07.09.2006 Version 1.3n Removed FUN modulenn- 07.16.2006 Version 1.4n Removed redundant definesn Added 'e' flag for brain gibs on headshotsnn- 08.31.2006 Version 1.5nRenamed CVARS, so be sure to make note of that..nMore adjustments to fxnRemoved code that didnt work & gave an error (sorry forgot it was there)nRemoved more pointless unused codenAdded bleeding soundnAdded "f" flag for heartbeat soundnAdded BLEED_TIME define to allow easier changing of how often client bleedsnAdded check in dmg func to start bleeding/heartbeat quickernn- 11.02.2006 Version 1.6nAdded public cvar for stats trackingnBlood now comes from approximate area of damage (not really noticable i suppose lol)nFixed a mistake in the heartbeat sectionnn- 01.03.2007 Version 1.7nfixed cvar typo in comments (thanks Drek)nmade tasks use a unique id (thanks santa_sh0t_tupac)nreplaced ResetHud with dod_client_spawn
DOWNLOAD URL: http://www.avamods.com/download.php?view.44

Files

dod_gore_custom.sma Plugin Source 14 KB 659 dl Download Compile

Archived builds from the server loose

These compiled builds sat loose in the server's script folder rather than attached to a post. They are matched to this release by comparing their decompiled Pawn against the source published above, so treat the attribution as strong but not certain. Versions come from the register_plugin() call recovered from the bytecode.

dod_gore_custom_100.amxx archived vcustom 6 KB superseded by v1.7 Download
dod_gore_custom_124.sma vcustom 12 KB Download Compile
dod_gore_custom_174.sma vcustom 12 KB Download Compile
dod_gore_custom_871.sma v1.0 8 KB Download Compile

The thread

All 33 posts from 12 people on DoD Gore Custom (v1.7), kept as they were written.

diamond-optic
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07-17-2006, 05:18 PM #1

DoD Gore Customn- Version 1.7n- 01.03.2006n- edited: diamond-opticn- port: firestormn- original: mike_caon- Server List: http://www.game-monitor.com/search.php?rulename=dod_gore_custom_statsnnCredit:n

n- Original plugin by mike_cao (plugin_gore)n- Ported to DoD by FireStormn- Modified by diamond-optic
Information:n
n- Adds more gore & such to day of defeat...n- Works with both win32 & linux servers....n
CVARs:n
ndod_gore "abcdef" //Gore Flagsnn //needs "c" flagn dod_gore_bleed_hp "5" //Bleed when hp gets to this or lowern dod_gore_bleed_sound "1" //play sound when player bleedsn dod_gore_bleed_sound_when "2" //when to play sound after they start bleeding:n // 1 = everytime they bleed during that lifen // 2 = only the 1st time during that lifenn //needs "f" flagn dod_gore_heartbeat_hp "1" //Start heartbeat when hp gets to this or lower
Gore Flags:n
na - Headshot blood nb - More blood for non-headshotsnc - Bleeding on low healthnd - Even More Bloodne - Brain gibs for headshotsnf - Heartbeat sound that nearby players can hear
Version Info:n
n- 06.11.2006 Version 1.0n Released modified version of FireStorms gore pluginnn- 06.25.2006 Version 1.1n Added CVAR for bleeding effect hpnn- 06.30.2006 Version 1.2n Made a few adjustments to the fx & suchnn- 07.09.2006 Version 1.3n Removed FUN modulenn- 07.16.2006 Version 1.4n Removed redundant definesn Added 'e' flag for brain gibs on headshotsnn- 08.31.2006 Version 1.5nRenamed CVARS, so be sure to make note of that..nMore adjustments to fxnRemoved code that didnt work & gave an error (sorry forgot it was there)nRemoved more pointless unused codenAdded bleeding soundnAdded "f" flag for heartbeat soundnAdded BLEED_TIME define to allow easier changing of how often client bleedsnAdded check in dmg func to start bleeding/heartbeat quickernn- 11.02.2006 Version 1.6nAdded public cvar for stats trackingnBlood now comes from approximate area of damage (not really noticable i suppose lol)nFixed a mistake in the heartbeat sectionnn- 01.03.2007 Version 1.7nfixed cvar typo in comments (thanks Drek)nmade tasks use a unique id (thanks santa_sh0t_tupac)nreplaced ResetHud with dod_client_spawnn
DOWNLOAD URL: http://www.avamods.com/download.php?view.44

=|[76AD]|= TatsuSaisei
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08-20-2006, 06:43 PM #2

I figured out how to change the color of the blood that is left on the ground after player dies, but is there a way to change the color of the blood splatters that emit from the player when getting damaged ?n nI think the blood in this plugin is way too red... not too realistic looking.

diamond-optic
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08-20-2006, 10:06 PM #3

ya there is..nnin the fx_blood function its this line:n

write_byte(248) // color index
then in fx_bleed function:n
write_byte(70) // color
nand so on for the other functions.. im pretty sure all the color write_bytes are commented as being the color part of the code..nnthe color index numbers come off of this:nhttp://img216.imageshack.us/img216/5858/palettelu8.pngn

=|[76AD]|= TatsuSaisei
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08-21-2006, 12:22 AM #4
ya there is..n nin the fx_blood function its this line:nthen in fx_bleed function:n nand so on for the other functions.. im pretty sure all the color write_bytes are commented as being the color part of the code..n nthe color index numbers come off of this:nhttp://img216.imageshack.us/img216/5858/palettelu8.pngn
nTY !! I saw the comments, but until I got this "image" of the colors, I didn't want to spend all night guessing at the colors. Thanx again !!

diamond-optic
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08-21-2006, 08:31 PM #5

what did you change, and what colors did you change them to?nnjust cuase i wanna take a looky lol

=|[76AD]|= TatsuSaisei
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08-21-2006, 10:17 PM #6
what did you change, and what colors did you change them to?n njust cause i wanna take a looky lol
n nIt looks alot better now and a hell of alot more realistic... n n
public event_blood()n{ n new iFlags = get_gore_flags() n if(iFlags&GORE_BLEEDING)n  { n  new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3] n  get_players(iPlayers,iNumPlayers,"a") n  for(new i = 0; i < iNumPlayers; i++)n   { n   iPlayer = iPlayers[i] n   if(get_user_health(iPlayer) <= get_pcvar_num(p_bleeding_hp))n    {n    get_user_origin(iPlayer,iOrigin) n    if(iFlags&GORE_EXTRA)n     {n     fx_blood(iOrigin)n     fx_bleed(iOrigin) n     fx_bleed(iOrigin) n     fx_ground_decal(iOrigin,3)n     fx_body_decal(iOrigin,2)n     }n    elsen     {n     fx_bleed(iOrigin) n     fx_ground_decal(iOrigin,1)n     fx_body_decal(iOrigin,1)n     }n n    message_begin(MSG_ONE_UNRELIABLE,get_user_msgid("Object"),{0,0,0},iPlayer)n    write_byte(1) // status (0=hide, 1=show, 2=flash)n    write_string("dmg_bleed") // sprite namen    [U]write_byte(100) // red[/U]n    [U]write_byte(0) // green[/U]n    [U]write_byte(0) // blue[/U]n    message_end()  n    } n   } n  } n} 
n n
 npublic fx_blood(origin[3]) n{ n message_begin(MSG_BROADCAST,SVC_TEMPENTITY) n write_byte(TE_BLOODSPRITE) n write_coord(origin[0]+random_num(-20,20)) n write_coord(origin[1]+random_num(-20,20)) n write_coord(origin[2]+random_num(-20,25)) n write_short(spr_blood_spray)n write_short(spr_blood_drop) n [U]write_byte(64) // color index (248)[/U] n write_byte(random_num(6,8)) // size n message_end() n} n
n n
 npublic fx_bleed(origin[3]) n{ n // Blood spray n message_begin(MSG_BROADCAST,SVC_TEMPENTITY) n write_byte(TE_BLOODSTREAM) n write_coord(origin[0]) n write_coord(origin[1]) n write_coord(origin[2]+10) n write_coord(random_num(-25,25)) // x n write_coord(random_num(-25,25)) // y n write_coord(random_num(-10,15)) // z n [U]write_byte(65) // color (70)[/U]n write_byte(random_num(25,50)) // speed n message_end() n} n
n n
 npublic fx_headshot(origin[3]) n{ n //head decal 1n for(new i = 0; i < 2; i++) n  {n  message_begin(MSG_BROADCAST,SVC_TEMPENTITY) n  write_byte(TE_WORLDDECAL) n  write_coord(origin[0]+random_num(-50,50)) n  write_coord(origin[1]+random_num(-50,50)) n  write_coord(origin[2]+random_num(25,35))n  write_byte(ground_decal[random_num(0,8)]) // index n  message_end() n  }n n //head decal 2n for(new i = 0; i < 2; i++) n  {n  message_begin(MSG_BROADCAST,SVC_TEMPENTITY) n  write_byte(TE_WORLDDECAL) n  write_coord(origin[0]+random_num(-25,25)) n  write_coord(origin[1]+random_num(-25,25)) n  write_coord(origin[2]+random_num(25,35))n  write_byte(ground_decal[random_num(0,8)]) // index n  message_end()   n  }n n //blood streamn message_begin(MSG_BROADCAST,SVC_TEMPENTITY) n write_byte(TE_BLOODSTREAM)  //101n write_coord(origin[0]) n write_coord(origin[1]) n write_coord(origin[2]+30) n write_coord(random_num(-2,2)) // x n write_coord(random_num(-2,2)) // y n write_coord(random_num(1,2)) // z n write_byte(66) // color (70)n write_byte(random_num(50,100)) // speed n message_end() n n //blood spriten message_begin(MSG_BROADCAST,SVC_TEMPENTITY)n write_byte(TE_BLOODSPRITE)n write_coord(origin[0])n write_coord(origin[1])n write_coord(origin[2]+random_num(28,32))n write_short(spr_blood_spray)n write_short(spr_blood_drop)n write_byte(66) // color index 248n write_byte(9) // sizen message_end()n n //sparksn message_begin(MSG_BROADCAST,SVC_TEMPENTITY)n write_byte(9)n write_coord(origin[0])n write_coord(origin[1])n write_coord(origin[2]+32)n message_end()n n //dynamic lightn message_begin(MSG_BROADCAST,SVC_TEMPENTITY)n write_byte(TE_DLIGHT)n write_coord(origin[0])n write_coord(origin[1])n write_coord(origin[2]+30)n write_byte(5)   // radiusn write_byte(50)   // redn write_byte(0)    // greenn write_byte(0)    // bluen write_byte(4)    // lifen write_byte(25)   // decay raten message_end()n}n
diamond-optic
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08-21-2006, 10:45 PM #7

wait a minute...nndoes this even work:n

nmessage_begin(MSG_ONE_UNRELIABLE,get_user_msgid("Object"),{0,0,0},iPlayer)    write_byte(1) // status (0=hide, 1=show, 2=flash)nwrite_string("dmg_bleed") // sprite namenwrite_byte(100) // rednwrite_byte(0) // greennwrite_byte(0) // bluemessage_end()n
nnwas that there & does it work? cuase i didnt think i left the hud icon in, nor do i think it worked...

=|[76AD]|= TatsuSaisei
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08-21-2006, 11:12 PM #8
wait a minute...n ndoes this even work:n
nmessage_begin(MSG_ONE_UNRELIABLE,get_user_msgid("Object"),{0,0,0},iPlayer)    write_byte(1) // status (0=hide, 1=show, 2=flash)nwrite_string("dmg_bleed") // sprite namenwrite_byte(100) // rednwrite_byte(0) // greennwrite_byte(0) // bluenmessage_end()n
n nwas that there & does it work? cuase i didnt think i left the hud icon in, nor do i think it worked...
n nthat is in your recent code, dont know if it "works" cause honestly, I wasn't sure what exactly it did, but since it was using RGB to color whatever it was, I changed the original numbers... if it is a hud sprite, then no I never saw it...

diamond-optic
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08-21-2006, 11:50 PM #9

ya that was supposed to display the drop of blood sprite on the hud when you were bleeding.. but i didnt get it to work with the sprite thats in one of the gcf files..

diamond-optic
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09-05-2006, 11:13 PM #10

update v1.5nn

n- 08.31.2006 Version 1.5n Renamed CVARS, so be sure to make note of that..n More adjustments to fxn Removed code that didnt work & gave an error (sorry forgot it was there)n Removed more pointless unused coden Added bleeding soundn Added "f" flag for heartbeat soundn Added BLEED_TIME define to allow easier changing of how often client bleedsn Added check in dmg func to start bleeding/heartbeat quickern
nnbe sure to change your cvar's in the amxx.cfg, i decided it looks better with a dod_ prefix instead of the amx_ one...

diamond-optic
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11-02-2006, 10:32 PM #11

update to v1.6nn

- 11.02.2006 Version 1.6nAdded public cvar for stats trackingnBlood now comes from approximate area of damage (not really noticable i suppose lol)nFixed a mistake in the heartbeat section
E excalibur
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11-23-2006, 10:08 PM #12

what is the line that i put into the plugins.ini folder for this mod?

K KidTwisted
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12-16-2006, 04:54 AM #13

Hey diamond-optic,rnrnI've been running vers. 1.6 for bit now and really like what you have done.rnrnI did notice that the stats don't seem to be showing up at amxx plugin stats page, that was your intent - right?rnrnon an other note-rnrnI was running amx_gore_ultimate.amxx vers 1.5 before switching over to yours.rnrnThe one feature I miss from amx_gore_ultimate is the HE gibs.rnrnWhen a player died from an HE attack the player model whould be replaced with the hgibs.mdl. It is a pretty cool effect.rnrnWould you be up to adding a "g flag" for HE gibs :)

diamond-optic
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12-16-2006, 12:24 PM #14

i could add that...nnonly reason i really didnt was because the gibs (at least the way other plugins i have tried do them) caused linux servers to crash very often... and people arent smart enough to read not to use the gib flag if you run linux... but maybe it works now.. or maybe just that 'certain way' caused crashes...nnas for the stats tracker.. i havent submitted the info to bailopan yet to add to his database...nnyou can still view it thru game-monitor.com tho

K KidTwisted
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12-16-2006, 03:59 PM #15

Hmmmm.. rnrnIf only more people would read instructions...LOLrnrnWell I hope you might consider adding the effect. I feel it would complete the Gore plugin, nothing else that I can think of defines "GORE" as a well placed bazooka rocket blowing your enemy into bloody body parts. rnrnabout the stats, WoW - I didn't know game monitor had all that search power.rnLearn something new every day.

diamond-optic
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12-16-2006, 06:33 PM #16

well it gets the server's public cvars.. so its gonna pick those up with them..nnbut ill play with the gore.. see if it ends up making my server crash.. and if it does i'll just use a #define to turn it on.. so idiots might be less likely to turn it on when they shouldnt... nnthen again i run into server hosts that a) dont know what os their server is running on and b) think because they play the game on windows that they need to put windows files on their server.. nnbut we'll see lol

K KidTwisted
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12-17-2006, 01:49 AM #17

Very cool, check out this reskin of hgib.mdlrnrnhttp://www.fpsbanana.com/skins/3957rnrnThere is 14 submodels (great body parts)rnmuch better then the standard one.rnrnAter the explosion maybe 4 or 5 random submodels could be dropped where the victim once stood and with your eye for detail (like with the blood from the damage area) I know you could make this pretty disgusting - LOL

D Drek
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01-02-2007, 01:38 PM #18

Not a big deal, but there is a typo in the information at the top of the thread and the top of the plugin. The cvar is spelled correctly in the plugin itself.nn

dod_gore_blead_hp "5" //Bleed when hp gets to this or lower
nnShould be:n
dod_gore_bleed_hp "5" //Bleed when hp gets to this or lower
diamond-optic
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01-02-2007, 02:30 PM #19

heh damn.. thanks!

{SR} *Raggy*
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01-02-2007, 05:47 PM #20

LOL Diamond made a bubu

D Drek
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01-04-2007, 10:31 AM #21

This is an amazing plugin. Thanks for all the work that went into it. I do have a request/suggestion though. I don't know if it is possible, but SturmBot in DOD beta days, used to have an option to have corpses stay on the ground. I know that stopped working in 1.0, I'm pretty sure the treatment of corpses was changed. However, it would be tres cool if this plugin would have the option to have corpses stay on the ground. With SturmBot what you did was specify a number of corpses, so if it was eight when the the ninth person died the oldest corpse would disappear. The present sinking effect is quite good, so it would be nice if that was used.

=|[76AD]|= TatsuSaisei
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01-04-2007, 01:28 PM #22
This is an amazing plugin. Thanks for all the work that went into it. I do have a request/suggestion though. I don't know if it is possible, but SturmBot in DOD beta days, used to have an option to have corpses stay on the ground. I know that stopped working in 1.0, I'm pretty sure the treatment of corpses was changed. However, it would be tres cool if this plugin would have the option to have corpses stay on the ground. With SturmBot what you did was specify a number of corpses, so if it was eight when the the ninth person died the oldest corpse would disappear. The present sinking effect is quite good, so it would be nice if that was used.
n nWell, you can make the corpses stay longer on YOUR screen if this is what you want, by setting cl_corpsestay to a larger number (number = seconds to stay in view) but I must warn you, having alot of corpses on the field while playing will lag some PCs down if it can not handle the extra work of having all those extra models to display...n nas for forcing all others to see the corpse stay for longer then their own personal cvars, without forcing their settings, I do not know how...

diamond-optic
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01-05-2007, 11:50 PM #23

update to version 1.7nn

    - 01.03.2007 Version 1.7n        fixed cvar typo in comments (thanks Drek)n        made tasks use a unique id (thanks santa_sh0t_tupac)n        replaced ResetHud with dod_client_spawn
{DwP} 325th ABN
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08-24-2007, 09:23 PM #24

what is the line that i put into the plugins.ini folder for this mod?rnrnanyone know

diamond-optic
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08-25-2007, 12:34 AM #25
what is the line that i put into the plugins.ini folder for this mod?nnanyone know
nnits the exact name of the compiled file (with extension)nn...so it would be: dod_gore_custom.amxx

C Cpt. Knights
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03-31-2008, 09:30 PM #26

i cant seem to get this plugin working i keep getting this in my log [AMXX] Invalid Plugin (plugin "dod_gore_custom.amxx") What am i doing wrong? im new to this

diamond-optic
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03-31-2008, 09:45 PM #27

did you compile the plugin and put it in the ../addons/amxmodx/plugins/ folder?

C Cpt. Knights
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03-31-2008, 10:27 PM #28

I just downloaded it from here, uploaded it into the plugins file, added it to plugins.ini and uploaded that and put the cvars in, i thought thats all i had to do

meathead
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04-01-2008, 07:40 AM #29
{RSR}Crazyhorse_cdn
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07-22-2013, 05:23 PM #30

hey diamond I tried to complie the plug in and didn't get the amxx file got the source but no amxx also it has happened to evil admin , melee bonus , single caps , technician , ubergarand , anyway to get those or maybe another compiler ??

Zor
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07-23-2013, 07:19 AM #31

Get source from here and use the Amxmodx Compiler. Not sure why ours isn't working. Will look into it tonight.rnCheers!

{RSR}Crazyhorse_cdn
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07-23-2013, 11:35 AM #32

thanks Zor appreciate it

N noddy
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07-24-2013, 08:42 AM #33

you could compile them on your own PC if you have amxmodx on there.

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