Bleeding system
The Bleeding System controls how quickly a player loses blood depending on the type of injury they’ve received. This adds a realistic layer of urgency to medical roleplay, as some wounds are far more dangerous than others.
How It Works
Setting a multiplier too high will make players die extremely fast. Use balanced values (e.g., 2
) to keep the system realistic but not frustrating.
Each injury type has a multiplier that affects blood loss speed:
Config.BleedMultiplier = {
shot = 2, -- Blood loss rate multiplier when shot (2x faster)
stabbed = 2, -- Blood loss rate multiplier when stabbed (2x faster)
beat = 0, -- No blood loss for beat wounds
burned = 0, -- No blood loss for burn wounds
}
Shot (Gunshot wounds) → Players bleed out twice as fast.
Stabbed (Knife wounds) → Players also bleed out twice as fast.
Beat (Blunt trauma) → No blood loss.
Burned (Burn injuries) → No blood loss.
Last updated