Posted by: Smoke39
« on: June 03, 2016, 06:52:34 PM »Blood impact effects are spawned by projectiles in OnImpact. You could either modify the existing blood kfx files, or change the projectiles to spawn a brand new effect (useful if you want different weapons to have different effects, or if you don't want excessive effects blocking the player's screen when Turok gets hit himself).
I'm not sure where death blood is spawned. It might be hard-coded, or it might be attached to the animations somehow. Some might even be spawned in the enemy scripts; I'd have to check. Gibs definitely are. You can script new death effects in OnDeath() (you'll see the shockwave weapon effects being triggered from there in scripts\enemy\enemy.txt).
Knife blood is spawned in scripts\player.txt, in KnifeParticles().
Effects can have multiple particles defined within them (e.g., a blood puff, some particles that fly out, the splatter on the wall). And as Duke alluded to, effects can spawn further effects in onTick, onImpact, onExpire, onWaterTick, onWaterImpact, and onWaterExpire.
There're tons of kfx properties to mess with. I really need to start working on a comprehensive list. For now, you'll just have to look through the kfx files to see what's available. The kfx reference in the assorted notes in my guide should help with a few of the more cryptic properties.
I'm not sure where death blood is spawned. It might be hard-coded, or it might be attached to the animations somehow. Some might even be spawned in the enemy scripts; I'd have to check. Gibs definitely are. You can script new death effects in OnDeath() (you'll see the shockwave weapon effects being triggered from there in scripts\enemy\enemy.txt).
Knife blood is spawned in scripts\player.txt, in KnifeParticles().
Effects can have multiple particles defined within them (e.g., a blood puff, some particles that fly out, the splatter on the wall). And as Duke alluded to, effects can spawn further effects in onTick, onImpact, onExpire, onWaterTick, onWaterImpact, and onWaterExpire.
There're tons of kfx properties to mess with. I really need to start working on a comprehensive list. For now, you'll just have to look through the kfx files to see what's available. The kfx reference in the assorted notes in my guide should help with a few of the more cryptic properties.