- Joined
- Jan 17, 2023
- Messages
- 76
No matter what we breed, we still are made of greed...
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(2 ratings)
PendingStandard bloodsplats on water are animated as a "blood puddle," meaning they are not static. To add more realism, you can make them more transparent in blend mode.Be cool to have like blood that's some what mixed with the water, could be a cool effect.. Instead of it like just sitting on top of the water.
Yeah i was thinking that or make the blood splatter look like its slowly moving like water or something.. And, to add a trigger along with it, were if a unit gets killed while in water it makes that blood effect that looks like its moving would be really cool.Standard bloodsplats on water are animated as a "blood puddle," meaning they are not static. To add more realism, you can make them more transparent in blend mode.
Also thought about it)Neat. If it were light green, since it's so glowy, it would look like Predator's blood/goo.
You can change the effect's animation speed. There's also a Birth animation, which simulates blood spreading for 2 seconds (also standard behavior).Yeah i was thinking that or make the blood splatter look like its slowly moving like water or something.. And, to add a trigger along with it, were if a unit gets killed while in water it makes that blood effect that looks like its moving would be really cool.
Already in the description.This is great realistic sfx!! I would like to add this to my map, however, I'm not sure how to do it. Could you make a tutorial on how to use it the animations properly?
Yeah, tbh I really don't know how to follow the description so the test map would do! thanks!Already in the description.
Take this testmap.
@OVOgenezWhen I look back at this post again, I am still amazed by your creativity! But I am facing an issue, and I think as the creator of this idea, you might have a suitable approach: How do I determine the water areas? Since this effect only makes sense within water regions, how can I identify the water areas on the map?
I thought about using preset area ranges, but this isn’t a flexible method. If the terrain changes, the preset areas would need to be adjusted accordingly. Is there a more flexible way to determine where the water is and where the land is?
One idea I have is that when a unit dies within a water area, your creative idea could be applied, making the game more immersive!
I look forward to your reply. Please help me out! Thank you once again!
This effect makes sense not only within water regions. Read the description carefully.When I look back at this post again, I am still amazed by your creativity! But I am facing an issue, and I think as the creator of this idea, you might have a suitable approach: How do I determine the water areas? Since this effect only makes sense within water regions, how can I identify the water areas on the map?
I thought about using preset area ranges, but this isn’t a flexible method. If the terrain changes, the preset areas would need to be adjusted accordingly. Is there a more flexible way to determine where the water is and where the land is?
One idea I have is that when a unit dies within a water area, your creative idea could be applied, making the game more immersive!
I look forward to your reply. Please help me out! Thank you once again!


