Open EntranceJew opened 10 months ago
Detailed blood mechanics sounds like something a separate addon should manage rather than the base TTT, if you ask me. Though I don't play this seriously so idk how much of a core issue it really is.
I'm meaning for it to be an API that's available and shared, so that people that want to utilize it can do so, rather than have 6 competing implementations or lack thereof cross-talking or just doing whatever they feel like. I browsed through a great deal of workshop collections featuring the TTT2 base and a majority of the highly rated ones all utilize some form of additional blood/gore mod, so it just seems like something worth providing so it can be expanded upon in a way that fits within the game's framework rather than just something that is there for the sake of it.
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Is your feature request related to a problem? Please describe. Frequently, corpse and ragdoll blood mods will cause decals and blood splat traces in excess. In a game about forensics, this is often distracting as corpses can become an unlimited paintbrush for blood splats, or how players will get a disproportionate amount of blood decals on them.
Describe the solution you'd like An API for tracking the amount of blood associated to a player. Start each player off with 5000mL of blood. Realistically, people tend to die from losing anywhere from 2500mL to 3333mL of blood, so 1 HP would be close to 25mL of blood if you were to go 1:1. Corpses would contain the remaining 2500mL. Every time
util.StartBleeding
is run -- or any other qualifying event that creates a blood decal, deplete from this amount. Whenever a heal occurs, restore this amount behind the scenes.Additional context This could be used for a number of things: