that's what particles are for - we won't all want over-the-top blood (or even the same blood even if it's good) so you can use the particle system to create your own
the delay on death here is because i was using the characters themselves to hold the script, which meant i couldn't let them die until the particle had finished (otherwise you can't delete/stop it ) but you can fix that by simply having a master control script to spawn / control the particles as needed
so basically you just use
ParticlesAddEmitterEx()
(note it needs to be ParticlesAddEmitterEx() and not ParticlesAddEmitter() as you need to pass in the limb)
and supply the desired settings for size, life etc
pass in the character's 'e' and also the limbindex
you can get that with
local limbhitid = g_Entity[e]['limbhitindex']
if limbhitid > 0 then
--pass limbhitid
ResetLimbHit(e)
also you will likely want to use
ParticlesSetLife()
so you only get a couple particles
p.s. Amen "ParticlesSetLife( emitterId, lifeMin, lifeMax, maxParticles, 0, maxPerFrame ) " could really use a better explanation or some info in your tutorial thread - it took me a while to understand what it was doing