Leaving a bloody trail
One way to improve the integration of a character into a game is through their footsteps left in snow, sand, or mud, or their wet footprints from stepping in water or, as in this case, a trail of their blood on the ground when they are injured. In this recipe we'll make a sprinkling of blood that spatters on the ground when an injured character is moving. Then when the character dies we'll pool the blood around them. It is customary in games to fade this kind of effect over time to avoid rendering too many particles.
Getting Ready
Open the map Packt_07_BloodTrails_Start.UDK and note that there is already a Kismet sequence set up. If you want an explanation of the functionality here, look to Chapter 4, Got Your Wires Crossed? Everything here is also covered there. We will be adding variables after we make the particle system.
How to do it...
In the content browser, right-click and choose New Particle System, and call it Yourfolder.Cascade.BloodSplatter. In its Required...