Arma 3
DISMEMBERMENT+GORE [SP-MP]
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Update: 10 Jun @ 9:15pm

7.4

- Added PhysX to skull gib for enhanced skull flyoff

- Restructured mod and binarized blood textures
- Fixed 'SW (Software) Animation' rpt log warning, Hardware Animation, used now for increased performance
- Restructured some array lookups to faster hashmap lookups
- Fixed skull gib 'setHeight' rpt log warning - this warning for other gibs will also be fixed in the future
- Optimized blood significantly, including no longer spawning blood piles on top of existing blood piles
- Fixed a line intersection bug
- Converted skull gib script to the more efficient multiplayer local format for less traffic over mp, limb gibs will be also be converted in a future update
- Rebalanced blood splatter distance for more realistic effect
- Fixed bug causing animals such as snakes and chickens to spawn human gibs when killed (LOL)
- Fixed overly-long variable names causing lag
- Replaced many calls to the slow getPos with the faster and more accurate getPosASL
- Restructured settings variables. (Server admins and players, please check your settings as they likely have been reset)
- Recoded limb dismemberment location so decapitated limbs now instantly fly off instead of the delay lag before (The entire system was re-engineered)


TONS of bug fixes and optimizations

Update: 29 May @ 8:13pm

- Fix issue with dismemberment containers disappearing
- Fix issue with blood not appearing
- Fix issue with fall damage not being properly triggered

- Reworked blood system to be more gorey and efficient
- Added sound when vehicle hits bodies

AI generated detailed notes:

- Adjusted blood trail timing and distance calculations for better performance.
- Simplified dismemberment conditions and improved gore effects.
- Enhanced gib spawning logic with better parameter handling and cleanup timing.
- Updated blood splatter settings for increased realism and variability.
- Refined unit initialization to ensure proper damage handling and event management.
- Improved variable settings for blood and vaporization effects to enhance gameplay experience.
- Removed unnecessary blood splatter creation in Vaporization.sqf.
- Simplified intersection filtering in Helpers.sqf.
- Adjusted blood splatter configuration variables for better gameplay balance.
- Consolidated gib classnames and added new gib definitions.
- Updated blacklist for surface intersections and excluded specific classes from processing."
- Removed variable for enabling under character blood splatter.
- Simplified sound playback by removing unnecessary formatting.
- Changed static sleep duration to a random range for gib spawning.
- Updated parameters for roadkill handling and sound playback to use vehicle instead of source.

v7.3.4

Update: 25 May @ 9:17pm

- Fix error

v7.3.3

Update: 25 May @ 7:32pm

- Fix MP bug where particles were incorrectly or not showing at all for clients

- More optimizations

v7.3.2

Update: 25 May @ 3:27pm

- Improvement to the disembowel system

- Some bug fixes

v7.3.1

Update: 25 May @ 1:06am

Major performance improvement!

- Significantly upgraded performance of the entire mod, especially when destroying many units at once
- Per frame handlers were removed in favor of more efficient loops
- blood animation adjustable in settings (How choppy will the blood animation be, a fix for the old framerate settings which would slow the animation)
- gore objects turn into simple objects for increased performance
- gear flyoff using the efficient particle system now

- improved head gore with skull fly out
- Limbs and head explosions show arterial spurting now
- Limbs and head explosions create blood pools now
- Improved particle effects
- Vaporization gibs from vehicle explosion now are set on fire

- Optimized and removed confusing settings
- Gear no longer able to be picked up from the ground. To allow these to be collected, enable the gear box setting

- Fixed limb starting position when dismembering for a better effect
- Fixed various bugs

v7.3

Update: 2 Jan @ 8:07pm

Happy 2025!
- Non-explosive AP rounds will no longer incorrectly catch units on fire
- Fix issues with gear floating
- Added more classnames to exclusion (submitted by jokingsteak) - these pre-filtered classes will no longer clutter the cba setting array but still applied behind the scenes

- other fixes and code optimizations

v7.2

Update: 6 Dec, 2024 @ 9:58pm

- created new bikey

- Added many mod classnames to the exclusion blacklist submitted by JokingSteak

v7.1.1

Update: 6 Dec, 2024 @ 6:29pm

- Added dismemberment classname blacklist setting to prevent certain units from being able to be dismembered
- Added blood effect classname blacklist setting to prevent certain units from having the blood effects
- Added setting to disable performance intensive effects if the player is a certain distance from the explosion (Currently works in sp only)
- Fixed a rare bug where vehicles could be flipped due to roadkills

Add classnames to the blacklist following this format: ['classname','classname1','etc']

Please feel free to post your arrays in the comments - they can be added to the default in future updates to improve the experience for others!

v7.1

Update: 31 Oct, 2024 @ 6:08pm

HALLOWEEN BRUTALITY UPDATE!!!!

Added bowel flyout!
- There is a chance that a unit can be disemboweled, leaving the intestines hanging out from the guts!!

New entrails left on explosion
- New body parts are left scattered around after a unit vaporization - find disturbing things such as a stomach or bones lying around!

- Added new burned variation of exploded units

- Added the ability to switch between the bloody and underwear dismembered models

- Settings changes, tons of optimizations, bug fixes and little features!

v7.0