calamity Posted September 9, 2014 Report Share Posted September 9, 2014 [WIP] This is a mixture of krixes church healing and FragZ's havest and smoke hemp I just kinda mixed em together to get a teargas effect.. If anyone wants to alter it please feel free and share 1.place at bottom of init.sqf _null = [] execVM "custom\teargas.sqf"; 2. create teargas.sqf place in custom folder While{true} do { waituntil{ ((nearestObject [getpos player, "SmokeShell"]) distance player < 15) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5) }; cuttext ["You got Tear-gassed...", "PLAIN DOWN"]; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; }; CC_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};}; CC_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];}; _time = time; _effects = []; sleep 2; while {true} do { [] spawn CC_slap_them; ["beat04"] spawn CC_really_loud_sounds; nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; sleep random(1); nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; freakystyle 1 Link to comment Share on other sites More sharing options...
Triage Posted September 9, 2014 Report Share Posted September 9, 2014 Give us a video. ElDubya 1 Link to comment Share on other sites More sharing options...
calamity Posted September 10, 2014 Author Report Share Posted September 10, 2014 http://youtu.be/71-qcJj6f-8 change distance here ((nearestObject [getpos player, "SmokeShell"]) distance player < 15) if you dont want the pitch and slapping remove these lines [] spawn CC_slap_them; ["beat04"] spawn CC_really_loud_sounds; Link to comment Share on other sites More sharing options...
MrEnzO Posted September 10, 2014 Report Share Posted September 10, 2014 Nice work. Here is my question for you. Any chance you can make one that uses the green, blue and red smoke grande instead. My idea is that player has to craft them out of the white one and a road flare and then add a green, blue or red chem light. So the that way you can make diffrent ones. You can make them so they will have different strength. So the recipe for them would look like this. SmokeShell + HandRoadFlare + 1 x HandChemGreen = SmokeShellGreen = 10 meter radius, just blurry vision, you run away and the effect stays for 20 sec. SmokeShell + HandRoadFlare + 2 x HandChemBlue = SmokeShellBlue = 20 meter radius, blurry vision, shake, you run away and the effect stays for 35 sec. SmokeShell + HandRoadFlare + 3 x HandChemRed = SmokeShellRed = 35 meter radius, blurry vision, slap, shake and sound, you run away and the effect stays for 60 sec. This way you can choose to throw a red and get hit by the effect of it, but you are sure that the people that you throw it at is effected too. I could probably do it myself but it will be a long run of trial and errors before I got it to working right. :) calamity 1 Link to comment Share on other sites More sharing options...
MassBoobage Posted September 10, 2014 Report Share Posted September 10, 2014 I think a simple blur effect would be much better than the commodore 64 loading screen effect. The high pitch sound is also annoying as hell. Interesting concept though. Would be good to see flash bangs, and even incendiary grenades. Link to comment Share on other sites More sharing options...
calamity Posted September 10, 2014 Author Report Share Posted September 10, 2014 I think a simple blur effect would be much better than the commodore 64 loading screen effect. The high pitch sound is also annoying as hell. Interesting concept though. Would be good to see flash bangs, and even incendiary grenades. WTF is a commodore 64 ?? just kidding load "$",8,1 the The high pitch sound was my attempt to make it a flashbang you could just remove these lines CC_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};}; CC_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];}; [] spawn CC_slap_them; ["beat04"] spawn CC_really_loud_sounds; Link to comment Share on other sites More sharing options...
CH!LL3R Posted September 10, 2014 Report Share Posted September 10, 2014 Hey, what about getting Health-damage while standing in that teargas? And i like the idea to craft teargas from white smoke and roadflare... If you could make this points running i will give it a chance on my Server ;-) Rightclick to craft teargas from smokegren and roadflare Maybe Blood -250 at Players in the smoke of the teargas Maybe get ill from the teargas (infectet --> cough) Also like the idea of a flashbang... but a teargas gren with this options will be awesome Link to comment Share on other sites More sharing options...
calamity Posted September 10, 2014 Author Report Share Posted September 10, 2014 Nice work. Here is my question for you. Any chance you can make one that uses the green, blue and red smoke grande instead. My idea is that player has to craft them out of the white one and a road flare and then add a green, blue or red chem light. So the that way you can make diffrent ones. You can make them so they will have different strength. So the recipe for them would look like this. SmokeShell + HandRoadFlare + 1 x HandChemGreen = SmokeShellGreen = 10 meter radius, just blurry vision, you run away and the effect stays for 20 sec. SmokeShell + HandRoadFlare + 2 x HandChemBlue = SmokeShellBlue = 20 meter radius, blurry vision, shake, you run away and the effect stays for 35 sec. SmokeShell + HandRoadFlare + 3 x HandChemRed = SmokeShellRed = 35 meter radius, blurry vision, slap, shake and sound, you run away and the effect stays for 60 sec. This way you can choose to throw a red and get hit by the effect of it, but you are sure that the people that you throw it at is effected too. I could probably do it myself but it will be a long run of trial and errors before I got it to working right. :) Great idea. working on it now.... Link to comment Share on other sites More sharing options...
MrEnzO Posted September 10, 2014 Report Share Posted September 10, 2014 Great idea. working on it now.... Nice. Looking forward for it. :) Link to comment Share on other sites More sharing options...
calamity Posted September 10, 2014 Author Report Share Posted September 10, 2014 tested you will need to be near a fire... for minor effects we need SmokeShell, ItemPainkiller and HandChemGreen for medium effects I plan on SmokeShell, ItemPainkiller , ItemMorphine and HandChemBlue for extreme effects I plan on SmokeShell, ItemPainkiller , ItemMorphine, ItemEpinephrine and HandChemRed fn_selfactions // smelt SmokeShellGreen if ((inflamed cursorTarget and _hasToolbox and _canDo) && ("SmokeShell" in magazines player) && ("ItemPainkiller" in magazines player) && ("HandChemGreen" in magazines player))then { if (s_player_smelt_SmokeShellGreen < 0) then { s_player_smelt_SmokeShellGreen = player addAction[("<t color=""#FF9999"">" + ("Smelt Smoke Shell Green") +"</t>"),"custom\smelt\smelt_SmokeShellGreen.sqf",cursorTarget, 3 ,true, true,"", ""]; }; } else { player removeAction s_player_smelt_SmokeShellGreen; s_player_smelt_SmokeShellGreen = -1; }; smelt_SmokeShellGreen.sqf private ["_chance", "_sounddist", "_sfx", "_dis"]; _dis=100; _sfx = "engine_12s"; _chance = floor(random 100); _press = nearestObject [player, "Land_Ind_Stack_Big"]; _sounddist = 15; player playActionNow "Medic"; sleep 1; titleText ["You are creating a green tear gas grenade.","PLAIN DOWN"]; titleFadeOut 5; sleep 2; if (_chance > 10) then { [nil,_press,rSAY,["engine_12s", _sounddist]] call RE; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; player addMagazine "SmokeShellGreen"; player removeMagazine "SmokeShell"; player removeMagazine "ItemPainkiller"; player removeMagazine "HandChemGreen"; sleep 0.01; titleText ["You successfully created a green tear gas grenade.","PLAIN DOWN"]; titleFadeOut 5; } else { [nil,_press,rSAY,["PMC_ElectricBlast1", _sounddist]] call RE; player removeMagazine "SmokeShell"; player removeMagazine "ItemPainkiller"; player removeMagazine "HandChemGreen"; sleep 0.01; titleText ["powder got wet.","PLAIN DOWN"]; titleFadeOut 5; }; teargasgreen.sqf While{true} do { waituntil{ ((nearestObject [getpos player, "SmokeShellGreen"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShellGreen"]) select 2 < 0.5) }; cuttext ["You just got Tear-gassed...RUN AWAY...", "PLAIN DOWN"]; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); 10 fadeSound 1; //slowly fade their volume back to maximum "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back if (_time + 15 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; EDIT.... Tested..............working now ............ used some code from SmokeyMeadow's ammopress Link to comment Share on other sites More sharing options...
calamity Posted September 10, 2014 Author Report Share Posted September 10, 2014 Nice. Looking forward for it. :) greensmoke teargas completed and working read above Link to comment Share on other sites More sharing options...
FragZ Posted September 10, 2014 Report Share Posted September 10, 2014 Hey, what about getting Health-damage while standing in that teargas? And i like the idea to craft teargas from white smoke and roadflare... If you could make this points running i will give it a chance on my Server ;-) Rightclick to craft teargas from smokegren and roadflare Maybe Blood -250 at Players in the smoke of the teargas Maybe get ill from the teargas (infectet --> cough) Also like the idea of a flashbang... but a teargas gren with this options will be awesome I like the idea of adding a Coughing infected effect or something. It could be some kind of poisonous gas or just that the tear gas makes you lose blood if you stay in it. Part of coughing would add to the realism. Btw, nice use of my script Calamity! But you used the crazy ass LSD one :) EDIT: Here is an idea for the infecting part... r_player_infected = true; player setVariable["USEC_infected",true,true]; cutText [format["Move the f*ck away from this shit!!!!"], "PLAIN DOWN"]; r_player_blood = r_player_blood - 1000; //OPTIONAL //This will remove 1000 blood from the infected player upon infection Just an idea on top of my head using player2's addition to the krixes self bloodbag script for infection chance. Link to comment Share on other sites More sharing options...
MrEnzO Posted September 11, 2014 Report Share Posted September 11, 2014 So what is what in this script? If I want to use for my idea to make diffrent ones with the diffrent chem lights. Link to comment Share on other sites More sharing options...
calamity Posted September 11, 2014 Author Report Share Posted September 11, 2014 So what is what in this script? If I want to use for my idea to make diffrent ones with the diffrent chem lights. I wish I could figure out github not sure if this link is working for public use.. I just set up a dropbox.... https://www.dropbox.com/sh/1lbz350fxbd5bxf/AADxhLW8Ez0QSpuhgaYk1LHCa?dl=0 please let me know if link works.. post 10 is for crafting a green teargas here is blue teargas init.sqf _null = [] execVM "custom\teargasblue.sqf"; fnselfactions // smelt SmokeShellblue if ((inflamed cursorTarget and _hasToolbox and _canDo) && ("SmokeShell" in magazines player) && ("ItemPainkiller" in magazines player) && ("HandChemBlue" in magazines player) && ("ItemMorphine" in magazines player)) then { if (s_player_smelt_SmokeShellBlue < 0) then { s_player_smelt_SmokeShellBlue = player addAction[("<t color=""#FF9999"">" + ("Smelt Smoke Shell Blue") +"</t>"),"custom\smelt\smelt_SmokeShellBlue.sqf",cursorTarget, 3 ,true, true,"", ""]; }; } else { player removeAction s_player_smelt_SmokeShellBlue; s_player_smelt_SmokeShellBlue = -1; }; smelt_SmokeShellBlue.sqf private ["_chance", "_sounddist", "_sfx", "_dis"]; _dis=100; _sfx = "engine_12s"; _chance = floor(random 100); _press = nearestObject [player, "Land_Ind_Stack_Big"]; _sounddist = 15; player playActionNow "Medic"; sleep 1; titleText ["You are creating a Blue tear gas grenade.","PLAIN DOWN"]; titleFadeOut 5; sleep 2; if (_chance > 10) then { [nil,_press,rSAY,["engine_12s", _sounddist]] call RE; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; player addMagazine "SmokeShellBlue"; player removeMagazine "SmokeShell"; player removeMagazine "ItemPainkiller"; player removeMagazine "HandChemGreen"; player removeMagazine "ItemMorphine"; sleep 0.01; titleText ["You successfully created a Blue tear gas grenade.","PLAIN DOWN"]; titleFadeOut 5; } else { [nil,_press,rSAY,["PMC_ElectricBlast1", _sounddist]] call RE; player removeMagazine "SmokeShell"; player removeMagazine "ItemPainkiller"; player removeMagazine "HandChemGreen"; player removeMagazine "ItemMorphine"; sleep 0.01; titleText ["powder got wet.","PLAIN DOWN"]; titleFadeOut 5; }; teargasblue.sqf While{true} do { waituntil{ ((nearestObject [getpos player, "SmokeShellBlue"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShellBlue"]) select 2 < 0.5) }; cuttext ["You just got Tear-gassed...RUN AWAY...", "PLAIN DOWN"]; r_player_infected = true; player setVariable["USEC_infected",true,true]; r_player_blood = r_player_blood - 1000; //OPTIONAL //This will remove 1000 blood from the infected player upon infection Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; playSound "breath_1"; }; _time = time; _effects = []; sleep 2; while {true} do { addCamShake [2, 1, 25]; nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted October 1, 2014 Report Share Posted October 1, 2014 WTF is a commodore 64 ?? RFLOL .. only old school guys have a clue lol Link to comment Share on other sites More sharing options...
Spodermayt Posted October 1, 2014 Report Share Posted October 1, 2014 Wouldn't it be a bit better if you made the screen blink black slowly? Like your player would be closing his/her eyes. Because that looks like you're taking some shrooms or something. CartoonrBOY 1 Link to comment Share on other sites More sharing options...
calamity Posted October 1, 2014 Author Report Share Posted October 1, 2014 Wouldn't it be a bit better if you made the screen blink black slowly? Like your player would be closing his/her eyes. Because that looks like you're taking some shrooms or something. the yellow smoke is much milder, the blue worse and red is worst Link to comment Share on other sites More sharing options...
calamity Posted October 1, 2014 Author Report Share Posted October 1, 2014 RFLOL .. only old school guys have a clue lol I still remember this command load "$",8,1 and cutting the other side of the 5.25 floppy disk to make it double sided maybe double density for my 1541 drive thats about it.... Link to comment Share on other sites More sharing options...
MattL Posted October 1, 2014 Report Share Posted October 1, 2014 I think a simple blur effect would be much better than the commodore 64 loading screen effect. The high pitch sound is also annoying as hell. Interesting concept though. Would be good to see flash bangs, and even incendiary grenades. Incediary grenades wouldn't be that hard. You could even use white smoke shells since white phosphorous. Just use a loop and some nearestObjects commands and set fire to the nearest like 10 CaMan by doing this function spawn BIS_Effects_Burn and subtracting their blood as they burn. Simple enough. calamity 1 Link to comment Share on other sites More sharing options...
calamity Posted October 1, 2014 Author Report Share Posted October 1, 2014 Incediary grenades wouldn't be that hard. You could even use white smoke shells since white phosphorous. Just use a loop and some nearestObjects commands and set fire to the nearest like 10 CaMan by doing this function spawn BIS_Effects_Burn and subtracting their blood as they burn. Simple enough. your damn carpackage kept teargassing me. was verry funny. I just kept forgetting about the smoke the smokeblue that it released was blue which I made blue smoke teargas... so I just removed the smoke from your carepackage script.... Link to comment Share on other sites More sharing options...
MattL Posted October 1, 2014 Report Share Posted October 1, 2014 Wrote up that incendiary grenade using this script as a basis, and credited Calamity obvs. I'm in the process of testing, will post up here when it's done. Link to comment Share on other sites More sharing options...
MattL Posted October 1, 2014 Report Share Posted October 1, 2014 Wrote up that incendiary grenade using this script as a basis, and credited Calamity obvs. I'm in the process of testing, will post up here when it's done. //Incendiary grenades by MattL, with credit to Calamity for the base of the script. _burn = true; While{_burn} do { waituntil{((nearestObject [getpos player, "SmokeShell"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5)}; cuttext ["You have White Phosphorous on you, later son...", "PLAIN DOWN"]; [player,3,time,false,true] spawn BIS_Effects_Burn; while {alive player} do { r_player_blood = r_player_blood - floor(random 50); }; _burn = false; }; just throw it in an execVM "firenade.sqf"; and it will work calamity 1 Link to comment Share on other sites More sharing options...
calamity Posted October 2, 2014 Author Report Share Posted October 2, 2014 //Incendiary grenades by MattL, with credit to Calamity for the base of the script. _burn = true; While{_burn} do { waituntil{((nearestObject [getpos player, "SmokeShell"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5)}; cuttext ["You have White Phosphorous on you, later son...", "PLAIN DOWN"]; [player,3,time,false,true] spawn BIS_Effects_Burn; r_player_blood = r_player_blood - floor(random 50); _burn = false; }; just throw it in an execVM "firenade.sqf"; and it will work I added kill payer after 30 seconds also added a recipe to smelt firenade.sqf //Incendiary grenades by MattL, with credit to Calamity for the base of the script. _burn = true; While{_burn} do { waituntil{((nearestObject [getpos player, "SmokeShell"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5)}; cuttext ["You have White Phosphorous on you, later son...", "PLAIN DOWN"]; [player,3,time,false,true] spawn BIS_Effects_Burn; r_player_blood = r_player_blood - floor(random 50); sleep 30; player setDamage 1.1; _burn = false; }; add this to fn_selfActions.sqf // smelt firenade if ((inflamed cursorTarget and _hasToolbox and _canDo) && ("ItemSodaEmpty" in magazines player) && ("HandRoadFlare" in magazines player) && ("ItemMixOil" in magazines player)) then { if (s_player_smelt_firenade < 0) then { s_player_smelt_firenade = player addAction[("<t color=""#FF9999"">" + ("Smelt firenade") +"</t>"),"custom\smelt\smelt_firenade.sqf",cursorTarget, 3 ,true, true,"", ""]; }; } else { player removeAction s_player_smelt_firenade; s_player_smelt_firenade = -1; }; smelt_firenade.sqf private ["_chance", "_sounddist", "_sfx", "_dis"]; _dis=100; _sfx = "engine_12s"; _chance = floor(random 100); _press = nearestObject [player, "Land_Ind_Stack_Big"]; _sounddist = 15; player playActionNow "Medic"; sleep 1; titleText ["You are creating a fire grenade.","PLAIN DOWN"]; titleFadeOut 5; sleep 2; if (_chance > 10) then { [nil,_press,rSAY,["engine_12s", _sounddist]] call RE; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; player addMagazine "SmokeShell"; player removeMagazine "ItemSodaEmpty"; player removeMagazine "HandRoadFlare"; player removeMagazine "ItemMixOil"; sleep 0.01; titleText ["You successfully created a fire grenade.","PLAIN DOWN"]; titleFadeOut 5; } else { [nil,_press,rSAY,["PMC_ElectricBlast1", _sounddist]] call RE; player removeMagazine "HandRoadFlare"; sleep 0.01; titleText ["flare got wet.","PLAIN DOWN"]; titleFadeOut 5; }; you also may want to add in variables.sqf under dayz_resetSelfActions = { s_player_boil = -1; s_player_smelt_firenade = -1; Link to comment Share on other sites More sharing options...
MattL Posted October 2, 2014 Report Share Posted October 2, 2014 I added kill payer after 30 seconds also added a recipe to smelt firenade.sqf //Incendiary grenades by MattL, with credit to Calamity for the base of the script. _burn = true; While{_burn} do { waituntil{((nearestObject [getpos player, "SmokeShell"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5)}; cuttext ["You have White Phosphorous on you, later son...", "PLAIN DOWN"]; [player,3,time,false,true] spawn BIS_Effects_Burn; r_player_blood = r_player_blood - floor(random 50); sleep 30; player setDamage 1.1; _burn = false; }; add this to fn_selfActions.sqf // smelt firenade if ((inflamed cursorTarget and _hasToolbox and _canDo) && ("ItemSodaEmpty" in magazines player) && ("HandRoadFlare" in magazines player) && ("ItemMixOil" in magazines player)) then { if (s_player_smelt_firenade < 0) then { s_player_smelt_firenade = player addAction[("<t color=""#FF9999"">" + ("Smelt firenade") +"</t>"),"custom\smelt\smelt_firenade.sqf",cursorTarget, 3 ,true, true,"", ""]; }; } else { player removeAction s_player_smelt_firenade; s_player_smelt_firenade = -1; }; smelt_firenade.sqf private ["_chance", "_sounddist", "_sfx", "_dis"]; _dis=100; _sfx = "engine_12s"; _chance = floor(random 100); _press = nearestObject [player, "Land_Ind_Stack_Big"]; _sounddist = 15; player playActionNow "Medic"; sleep 1; titleText ["You are creating a fire grenade.","PLAIN DOWN"]; titleFadeOut 5; sleep 2; if (_chance > 10) then { [nil,_press,rSAY,["engine_12s", _sounddist]] call RE; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; player addMagazine "SmokeShell"; player removeMagazine "ItemSodaEmpty"; player removeMagazine "HandRoadFlare"; player removeMagazine "ItemMixOil"; sleep 0.01; titleText ["You successfully created a fire grenade.","PLAIN DOWN"]; titleFadeOut 5; } else { [nil,_press,rSAY,["PMC_ElectricBlast1", _sounddist]] call RE; player removeMagazine "HandRoadFlare"; sleep 0.01; titleText ["flare got wet.","PLAIN DOWN"]; titleFadeOut 5; }; It already kills them. I changed the initial code a tad cause I edited it on the fly to stop the loop and forgot to add another loop to continue subtracting the blood. I fixed it in the post. Link to comment Share on other sites More sharing options...
calamity Posted October 2, 2014 Author Report Share Posted October 2, 2014 now to get these to kill AI would adding something like this kill anyone (including AI) near the firenade ?? {_x setDamage 1;} forEach allUnits; (im afraid this may kill all players and all AI everywhere) Link to comment Share on other sites More sharing options...
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