A few weeks ago I was looking through some mutators I had
collected 6 or 8 years ago.
Found the good old Bleeder mutator and tossed it on my server.
Effect was almost good, but a few minor problems.
1. Mutator had a log statement in the timer function..... Thats not real good unless you like
2mb log files generated for 1 level.
2. Mutator had a tendency to generate so many Accessed = None errors in the log file that
the server would lock up or restart quite often.
3. Mutator seemed to have an issue with leaving stray blood streams shooting off at random locations in the map.
4. Mutator tended to lag the server a bit.
Rather than just remove the mutator, I decided to fix it.
Fix ended up being almost a complete re-write.
Added a number of new custom bleeding effects, and replaced 3 huge arrays
each the size of the pawns list and 1 linked list as well as all the code the
original had in ScoreKill and ModifyPlayer functions with 2 or 3 lines of code
in the timer function.
Full source, readme and compress uz for your redirects included.
Download it here:
http://ecoop.ucoz.com/load/moreblood_mutator/1-1-0-14
Mooo !
*Consider the above to be a beta or pre-release version.
Will be releasing a new version soon with some config menus.
Options that may be adjusted will include Max number of active
effects per pawn, health level where bleeding should stop, duration adjustments
and more.
Original version would allow for unlimited number of effects per pawn if you
shot it enough times quick enough and it didn't die.
Not much of a problem with normal games, but when I installed it on my AKcoop/ECoop
server where default health values for most everything is 10x normal, you could get
a considerable number of effects going on a single monster.
It actually performs remarkably well, with no lag generated until # of effects is upwards
of 40 or 60+, but still way too much blood, and any extra lag on the server is
unacceptable. Offline that isn't a problem as the target seems to die before any
lag was detected. Or if you stop shooting it the effects gradually fade out as their
timers expire.
Have fixed version on my servers now with max bleeder effects per pawn capped at 10.
Will post link to download here when I get the config menus done and tweak it a bit
more. Might even think of another effect to add....
collected 6 or 8 years ago.
Found the good old Bleeder mutator and tossed it on my server.
Effect was almost good, but a few minor problems.
1. Mutator had a log statement in the timer function..... Thats not real good unless you like
2mb log files generated for 1 level.
2. Mutator had a tendency to generate so many Accessed = None errors in the log file that
the server would lock up or restart quite often.
3. Mutator seemed to have an issue with leaving stray blood streams shooting off at random locations in the map.
4. Mutator tended to lag the server a bit.
Rather than just remove the mutator, I decided to fix it.
Fix ended up being almost a complete re-write.
Added a number of new custom bleeding effects, and replaced 3 huge arrays
each the size of the pawns list and 1 linked list as well as all the code the
original had in ScoreKill and ModifyPlayer functions with 2 or 3 lines of code
in the timer function.
Full source, readme and compress uz for your redirects included.
Download it here:
http://ecoop.ucoz.com/load/moreblood_mutator/1-1-0-14
Mooo !
*Consider the above to be a beta or pre-release version.
Will be releasing a new version soon with some config menus.
Options that may be adjusted will include Max number of active
effects per pawn, health level where bleeding should stop, duration adjustments
and more.
Original version would allow for unlimited number of effects per pawn if you
shot it enough times quick enough and it didn't die.
Not much of a problem with normal games, but when I installed it on my AKcoop/ECoop
server where default health values for most everything is 10x normal, you could get
a considerable number of effects going on a single monster.
It actually performs remarkably well, with no lag generated until # of effects is upwards
of 40 or 60+, but still way too much blood, and any extra lag on the server is
unacceptable. Offline that isn't a problem as the target seems to die before any
lag was detected. Or if you stop shooting it the effects gradually fade out as their
timers expire.
Have fixed version on my servers now with max bleeder effects per pawn capped at 10.
Will post link to download here when I get the config menus done and tweak it a bit
more. Might even think of another effect to add....
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