Blood Engine - A droplet emitter system

What if all textures get content deleted?

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I just hope they don’t get deleted.

I see, I managed to get similar textures by uploading it as a white stain and applying red color, thoughts?

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Wait that’s actually kind of cool, It would be like really helpful if you uploaded all of these again as white stains and sent me the image ids maybe as an .rbxm. This is just such a genius way.

pretty cool system but the model seems to have been taken down; could you reupload it or drop an .rbxm if possible?

On the textures you find, why not right mouse click on them via the asset id url link, save them re upload them as your own, add the ID to the model , then don’t delete them?

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HI,
Do you have the link to the one you found, and or can you reply with the images here so we can save them and re upload them as our own?

Thanks

I sorta forgot to reactivate my account after it got banned. It should be available to use now.

I don’t really have much time for that sort of thing, each decal(Surface Appearance) have like 4 links and there’s like 10+ decals. I’d have to go through all of that, save them and then reupload them.

link is still down unless you re-uploaded it? this is what i’m trying to access:

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That’s strange…? It doesn’t tell me that its content deleted and It’s public. I’ll upload it on another account shortly.

EDIT: I updated the link to the Model, should be accessible now.

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thank you so much, works like charm

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Can anyone share a .rbxl using the latest release or an EDITable game?

Thanks

explain why this:

Engine:EmitAmount(character.UpperTorso,nil,math.random(10,20))

when given an instance it constantly updates the position when moving the instance

Engine:EmitAmount(character.UpperTorso.Position + Vector3.New(0,1,0),nil,math.random(10,20))

but when i do this it does it at its fixated position.

How can i fix OTHER than adding another like parameter that adds a vector to the instance pos

Because character.UpperTorso.Position is basically a fixed position while character.UpperTorso can be used multiple times in the engine, so its Position property gets tracked.

I’ll implement something I added in my edited version of the module for my own game that resembles what you’re trying achieve, but with using attachments.

Now when I’m going to be implementing this wont be for some time, I’m quite busy.

No worries I can just do it myself, however I’m having issues with the spread offset of the drops. They don’t seem to be spreading in the given range and it doesn’t change. Any fixes?

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dunno if anyone has said this yet, but my droplets arent decaying. some do, some dont.
if it helps, my blood-emitting NPC’s despawn after 5 seconds, and my droplets decay after 5 to 8 seconds. (the npc’s emit blood after damage)

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Spread offset? you mean offset randomness?

Probably happens if you’re using the blood engine in the NPC, because once despawned, the script using the module gets deleted, stopping all operations.

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is there a way of fixing this? like the script has its own instance (forgot what it is called…) but what if you are using this on a player, and they die , respawn before the drops are done?

thanks

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