#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\]Damaging Effects\[UP-TO-DATE\]

##

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif)
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- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 8 months ago [\#5185](#5185) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5185 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 That should be easy enough to do, Ill get on it soon. I will probably do better sprites later on as well, I'm still not happy with these.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif)
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- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 8 months ago [\#5186](#5186) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5186 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 Alright, Id better stick this here for the record.

**UPDATE:**
V3.1:

changes:
-blood splats will now change opacity in relation to how much damage was dealt.
-added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)

notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.

Download:

https://www.dropbox.com/s/yxsbmwu4mccqqx8/BLOODSPLATDEV3.1.wad?dl=0

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   9 years 8 months ago - 9 years 8 months ago [\#5192](#5192) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5192 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 Just about perfect! I think the blood splatters are a bit **too** faint now, but just barely, and erring on the side of caution is a wise move. I'm not sure if I am sold on the big ol' blood splatter upon death, but that's probably because I play with Death Camera turned On, so I can see my character flop to the ground and die, and the big splat kind of defeats the purpose of that. It looks more fitting with Death Camera Off, though I think it's still a touch overdone. I think that's a matter of preference, though. Maybe, at worst, you can have separate variables to control both the pain and death splats.

Oh, and I'm happy to say it works with Heretic and Hexen as well. I'm glad you disassociated all the scripts from the player class, since it makes the effect much more versatile.

 Last edit: 9 years 8 months ago by MagicWazard. Reason: Cleared up a sentence

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- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif)
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   9 years 8 months ago [\#5196](#5196) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5196 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

> Oh, and I'm happy to say it works with Heretic and Hexen as well. I'm glad you disassociated all the scripts from the player class, since it makes the effect much more versatile.

Sweet, thats good to hear.
Also, If you or anyone else gets a chance, perhaps some multiplayer testing is in order... I have a feeling there may be some problems in regards to that... But I think I know how to remedy that if problems do arise multiplayer wise.

Alright, here we go, another major update... well it felt like a major update making it.

**UPDATE v3.2**

changes:
-Modified blood splat opacity values
-Added more cvar's
-In the process of accomplishing the above, I had to rewrite alot of the code... heres what I can remember doing:
-Changed the name of the scripts to something more suitable in my opinion
-Removed, added, modified existing variables and functions
-I have commented everything I find is worth commenting
-General optimization.... sort of

Here are the new (and old) cvars with their default values, also included in the INFO lump:
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
bs_devmode = 0 toggles dev mode
ds_amount = 20 sets the amount of blood splats on death

Download:

https://www.dropbox.com/s/ujg54urrtb5gbj8/BLOODSPLAT3.2.wad?dl=0

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **CaptainManiac**
- ![CaptainManiac's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4791.png) Topic Author
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   9 years 8 months ago [\#5197](#5197) by CaptainManiac  Replied by *CaptainManiac* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5197 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 Can you edit the documentation on the next update too?(I mean gthe Document lump,it is the documentation)

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif)
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   9 years 8 months ago [\#5198](#5198) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5198 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 I was waiting for you to say something like that... In my opinion, its probably not even needed anyway, as the info lump now pretty much puts it all in perspective in a short and sweet way. Ill leave it up to you to decide weather you still want it in or not... If you decide you still do want it in, then I can fix it up to be a little bit more clear and grammatically correct for you. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **CaptainManiac**
- ![CaptainManiac's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4791.png) Topic Author
- Cacodemon
- ![Cacodemon](https://www.realm667.com/media/kunena/ranks/rank_8_caco.png)

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   9 years 8 months ago - 9 years 8 months ago [\#5206](#5206) by CaptainManiac  Replied by *CaptainManiac* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5206 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 I have problems and my notebook is locked down and i am unable to upload the v 3.3 with updated documentation.Can you,Please update the documentation and the main thread?The Documentation explains how the effect is used and really needs to be updated.The current state of it is with wrong spellchecking and misunderstood content and does not describe all the features.

 Last edit: 9 years 8 months ago by CaptainManiac. Reason: I missed information

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- **BadMojo**
- ![BadMojo's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar6827.gif)
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- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   9 years 8 months ago [\#5208](#5208) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5208 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 One of the admins will have to do that, unless they can give me access to your post so that we can have a shared topic... if that's even possible.

Ill see what I can do for your documentation though, Ill either work on it tonight or within the next few days.

Ive also got another idea to run by you, slime and lava screen effects. How about an effect for when taking slime damage the screen goes green and such?... although, that been said, I'm not sure how to detect weather its slime damage or normal damage due to the way it actually detects damage, if that makes sense.

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- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg)
- Administrator
- ![Administrator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

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   9 years 8 months ago [\#5210](#5210) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5210 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

> BadMojo wrote: I'm not sure how to detect weather its slime damage or normal damage due to the way it actually detects damage, if that makes sense.

That can only be done by modifying the player actor.

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   9 years 8 months ago [\#5211](#5211) by BadMojo  Replied by *BadMojo* on topic *[\[SUBMISSION\]Low Health Fade and Bloodsplatter effect](https://www.realm667.com/forum/closed-submissions/836-submission-damaging-effects-up-to-date?start=10#5211 "[INFO]

Name: Damage Hud Effects
Type: Hud effects (SFX Other)
ACS: Yes
Commands: (these are their default values)
fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[CHANGELOG]
In v 2.1:
+New blood on screen graphics,this time they are PNGOUT'ed
+No need of changing the Player decorate,all scripts are activated automatically
+This time it could work with Brutal Doom and other mods that change the player's actor.
+Aded Info
+Added Credits
+Added Documentation
In Version 3.0:
+blood now utilizes the whole screen
+remade all blood splats from scratch, there are 9 new splats plus 2 lots of rotations (180* and 90*).
+changed names of all blood graphics as they were conflicting with the zdoom "blood on wall" graphics.
+PNGOUT'd.
+blood now covers the screen when dead.
-removed HudSize, its not needed anymore.
+added more stuff to the code... Thanks to BadMojo for commenting the lines
In version 3.1:
changes:
-blood splats will now change opacity in relation to how much damage was dealt.
+added devmode cvar (this just displays the last amount of damage taken at the bottom right of the screen)
+Updated Documentation
notes:
To enable demode, type "bs_devmode 1" in the console without the quotes.
In version 3.2:
+Updated Documentation
+new CVARS
In version 4.0:
+Added menu for easy customising,it is bound to a key you need to assign
+Added new commands:bs_minamount,bs_maxamount,bs_speed,bsfdDefaults
-the speed at which the blood shows on screen can be cjanged via a cvar or menu
-the minimum and maximum amount of blood on screen can be changed via cvar or menu
-The menu is rearanged and fixed from grammar,the debug mode option is the last
+Updated INFO lump for the cvars
In version 4.1:
+Added yet another cvar for the opacity value of the blood splats... just a bool though: its an int now: bs_alpha
+Implemented blood opacity value in the menu, options are default, low and very low
+Implemented a crude "hackish" way to set the default values in the menu
+Updated INFO lump for the CVARs
In version 4.2:
+Added new function:the heartbeat
+New console commands(hb_enable,hb_starthp,hb_delay)
+new original heartbeat sound from scratch
+updated menu
In version 4.3:
-improved heartbeat sound(no cripling anymore)
[CREDITS]
Submitted:CaptainManiac
Sprites:BadMojo
ACS by:CaptainManiac,BadMojo
Idea by:CaptainManiac
Special Thanks:Blue Shadow,MaxED,Scifista42,Buuu342
Ideabase:The Fading and Blood on Screen effect from The Saboteur's regeneration
system

[Description]
Adds 3 effects to the players view when taking damage.
1. When reaching critical health levels(50% and lower),
the screen begins to fade to white, then as your health
gets lower, it fades to red, getting more intense as
you meet your inevitable doom.
2. You see your own blood while taking damage.
3.You hear your heartbeat when you reach very low health and it deafens your pain sounds.
[HOW IS USED]
Run doom (zdoom, gzdoom or the latest zandronum) with the
command line: -file DAMAGEFX.WAD

OR

Simply drag and drop the wad onto the games excecutable.

[CONSOLE COMMANDS]
These are the default cvar values, can be modified using the console in game or by the menu as options.

fd_enable = 1 toggles screen fade
bs_enable = 1 toggles blood splats
ds_enable = 1 toggles death splats
hb_enable = 1 toggles heart beat
bs_devmode = 0 toggles dev mode
hb_starthp = 30 sets the max amount of health that triggers the heart beat
hb_delay = 30 sets the delay between heart beats
ds_amount = 20 sets the amount of blood splats on death
bs_minamount = 2 Minimum amount of blood
bs_maxamount = 5 Maximum amount of blood
bs_speed = 2 Blood appearance speed
bsfdDefaults = 0 Set to 1 to reset cvars back to default values
setdmgfx for opening the settings menu from console also binded to a key

[Screenshots]
Those screenies describe the features of this cool Hud Effect!

They are along with the attachments,showing you the new features of the effect.It has developer mode enabled
This happens when the effect is enabled and you are low on health or inflict damage(I left myself to be damaged when capturing those screenies(Zandronum).
The last if when you die(And it is enabled of course).
[Download Link]
Previous version:4.2

Officially Final Edition v4.3:")*

 Is there a way to detect what sector the player thing is in without modifying the player actor?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy84MzYtc3VibWlzc2lvbi1kYW1hZ2luZy1lZmZlY3RzLXVwLXRvLWRhdGU/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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