Radec59437 Posted February 13, 2014 Report Share Posted February 13, 2014 Yes, I think it counts server ticks, which makes it rather variable. But 0.05 will roughly equal 5 minutes; that is, for EVR preparations to start, not the Blowout itself. Link to comment Share on other sites More sharing options...
fr1nk Posted February 13, 2014 Report Share Posted February 13, 2014 Runs great, thanks for this :) Question - is there any way to remove the knockout effect on players? I like the ambience effect of EVR, but it could be impractical with tons of AI running around if they're not affected by it... This seems relevant, but I'm guessing it's more complicated than just tweaking a couple of lines. r_player_inpain = true; player setVariable["USEC_inPain",true,true]; edit: more specifically, remove the knockout when a player is in a building Link to comment Share on other sites More sharing options...
Radec59437 Posted February 13, 2014 Report Share Posted February 13, 2014 Any way of detecting if an Epoch building is above a player's head? Also, the blackscreen fading needs to be gone for players who have an APSI or are inside a building. Link to comment Share on other sites More sharing options...
FoamysWorld Posted February 14, 2014 Report Share Posted February 14, 2014 Any way of detecting if an Epoch building is above a player's head? Also, the blackscreen fading needs to be gone for players who have an APSI or are inside a building. The black screen is part of the global effect. The apsi device only protects you from damage, it doesn't stop the event from happening. Link to comment Share on other sites More sharing options...
Nemiuk Posted February 14, 2014 Report Share Posted February 14, 2014 Is it possible to add the damage effect to AI as well as the players so that they dont just carry on as normal during it? Link to comment Share on other sites More sharing options...
Asian Kid Posted February 16, 2014 Report Share Posted February 16, 2014 Bump Any news on this? Link to comment Share on other sites More sharing options...
jOoPs Posted February 16, 2014 Author Report Share Posted February 16, 2014 was one week in hospital, sorry for missing support... try replacing all count AllUnits; with count playableUnits; source: https://community.bistudio.com/wiki/playableUnits note: not tested yet!! cheers Link to comment Share on other sites More sharing options...
Radec59437 Posted February 17, 2014 Report Share Posted February 17, 2014 The black screen is part of the global effect. The apsi device only protects you from damage, it doesn't stop the event from happening. Yes, but the input block + 3 seconds blackscreen can be really annoying for someone who isn't meant to be affected (people indoors, people with an APSI). Personally, I globally removed the blackscreen fading and limited input block to players who don't wear an APSI. Gonna test the AI adapter on my test server asap. Link to comment Share on other sites More sharing options...
Radec59437 Posted February 17, 2014 Report Share Posted February 17, 2014 try replacing all count AllUnits; with count playableUnits; This doesn't work, AI just carries on their merry way. Link to comment Share on other sites More sharing options...
Nemiuk Posted February 18, 2014 Report Share Posted February 18, 2014 was one week in hospital, sorry for missing support... Please don't apologise for that, your health is more important than our pixels. Also which part would i have to change to remove the blackout from players with protection?. Regards Chris9183 1 Link to comment Share on other sites More sharing options...
tatty86 Posted February 18, 2014 Report Share Posted February 18, 2014 hey i managed to get this working until restart then it just kept crashing the server every 10 to 30 mins any idea as to why this may be of how to fix. ive removed this and all works again. please any help goes a long way thanks :) Link to comment Share on other sites More sharing options...
umfufu Posted February 19, 2014 Report Share Posted February 19, 2014 Please don't apologise for that, your health is more important than our pixels. Also which part would i have to change to remove the blackout from players with protection?. Regards u might replace the part from line 510 in blowout_client.sqf with this , the apsi owner doesnt falldown gets device input and vision // _bul = [] call bl_local_anims; // this is where the player falls down to the ground , i only set it for the non apsi player sleep 0.1; playSound "bl_full"; sleep 0.1; // titleText["","BLACK OUT",1]; // these 2 fall under the !protect statement // disableUserInput true; if(ns_blowout_dayz) then { private["_isinbuilding","_protect"]; _isinbuilding = false; _protect = false; if (player hasWeapon ns_blow_itemapsi) then { _protect = true; }; if (!_protect) then { _bul = [] call bl_local_anims; titleText["","BLACK OUT",1]; disableUserInput true; sleep 1; 4 fadeSound 0; sleep 30; }; if([player] call fnc_isInsideBuilding) then { _isinbuilding = true; }; if (!(player hasWeapon ns_blow_itemapsi)) then { diag_log format["[NAC BLOWOUT CLIENT] :: Player does not have APSI"]; if (!_isinbuilding) then { diag_log format["[NAC BLOWOUT CLIENT] :: Player does not have APSI and is not in a building"]; r_player_inpain = true; player setVariable["USEC_inPain",true,true]; if (r_player_blood > 12000) then { r_player_blood = 12000; }; r_player_blood = r_player_blood - ns_blow_playerdamage; player setVariable["USEC_BloodQty",r_player_blood,true]; diag_log format["[NAC BLOWOUT CLIENT] :: player has been damaged by blowout by 0.15"]; } else { if (r_player_blood > 12000) then { r_player_blood = 12000; player setVariable["USEC_BloodQty",r_player_blood,true]; }; r_player_inpain = true; player setVariable["USEC_inPain",true,true]; diag_log format["[NAC BLOWOUT CLIENT] :: but is in some building, good for him."]; }; } else { diag_log format["[NAC BLOWOUT CLIENT] :: Player does have APSI, I do not have problem with him."]; }; }; 6 fadeSound 1; titleText["","BLACK IN",10]; ppEffectDestroy _nonapsi_ef; waitUntil {!ns_blow_action}; diag_log format["[NAC BLOWOUT CLIENT] :: ns_blow_action = %1 Blowout actions end received.", ns_blow_action]; if(!ns_blowout_dayz) then { 120 setOverCast _puvodni_pocasi; }; // till here line 564 if (worldName == "namalsk") then { Link to comment Share on other sites More sharing options...
Nemiuk Posted February 19, 2014 Report Share Posted February 19, 2014 Thank you umfufu, I will try that and see how it goes. Regards Link to comment Share on other sites More sharing options...
Nemiuk Posted February 20, 2014 Report Share Posted February 20, 2014 That works great, just what i wanted. Regards Link to comment Share on other sites More sharing options...
Anthraxx Posted February 20, 2014 Report Share Posted February 20, 2014 Works like a charm! Nice script! Thanks! Link to comment Share on other sites More sharing options...
Asian Kid Posted February 22, 2014 Report Share Posted February 22, 2014 Could you make it damage vehicles a little? Or break gear? Link to comment Share on other sites More sharing options...
Asian Kid Posted February 22, 2014 Report Share Posted February 22, 2014 How can I add it so when people are not inside and doesn't have NVGs they become infected and bleeding? Link to comment Share on other sites More sharing options...
Radec59437 Posted February 23, 2014 Report Share Posted February 23, 2014 Could you make it damage vehicles a little? Or break gear? Link to comment Share on other sites More sharing options...
Asian Kid Posted February 23, 2014 Report Share Posted February 23, 2014 In the last two blocks you can see the EMP function in action, it damages vehicles a little and breaks NV goggles and GPS etc. Unfortunately it's stated that it only works on Namalsk, I think it's got a couple of functions that are native to the map and the "broken" items aren't in DayZ by default. If you could patch it up yourself to work with other maps (maybe changing if (worldName == "namalsk") ?), I guess that'd work perfectly for what you need. bl_damage = { private["_isinbuilding","_emp"]; _emp = _this select 0; //_count_units = count playableUnits; _count_units = count playableUnits; _isinbuilding = false; diag_log format["[NAC BLOWOUT SERVER] :: bl_damage (_count_units = %1)", _count_units]; for [{_c = 0}, {_c <= _count_units}, {_c = _c + 1}] do { //_jednotka = playableUnits select _c; _jednotka = AllUnits select _c; if (!isNull _jednotka) then { if([_jednotka] call fnc_isInsideBuilding) then { _isinbuilding = true; diag_log format["[NAC BLOWOUT SERVER] :: [s] %1 IN", _isinbuilding]; } else { _isinbuilding = false; diag_log format["[NAC BLOWOUT SERVER] :: [s] %1 OUT", _isinbuilding]; }; if (!(_jednotka hasWeapon ns_blow_itemapsi)) then { diag_log format["[NAC BLOWOUT SERVER] :: [s] %1 does not have APSI", _jednotka]; if (!_isinbuilding) then { diag_log format["[NAC BLOWOUT SERVER] :: [s] and %1 is not in a building, sorry.", _jednotka]; _jednotka setDamage (damage _jednotka + 0.30); diag_log format["[NAC BLOWOUT SERVER] :: [s] %1 has been damaged by blowout by 0.30", _jednotka]; } else { diag_log format["[NAC BLOWOUT SERVER] :: [s] but %1 is in some building, good for him.", _jednotka]; }; } else { diag_log format["[NAC BLOWOUT SERVER] :: [s] %1 does have APSI, I do not have problem with him.", _jednotka]; }; if (worldName == "namalsk") then { if (_emp == 1) then { if (_jednotka hasWeapon "NVGoggles") then { _jednotka removeWeapon "NVGoggles"; _jednotka addWeapon "BrokenNVGoggles"; }; if (_jednotka hasWeapon "ItemGPS") then { _jednotka removeWeapon "ItemGPS"; _jednotka addWeapon "BrokenItemGPS"; }; if (_jednotka hasWeapon "ItemRadio") then { _jednotka removeWeapon "ItemRadio"; _jednotka addWeapon "BrokenItemRadio"; }; }; }; }; //_count_units = count playableUnits; }; if (_emp == 1) then { _count_vehicles = count vehicles; diag_log format["[NAC BLOWOUT SERVER] :: bl_damage (_count_vehicles = %1)", _count_vehicles]; for [{_c = 0}, {_c <= _count_vehicles}, {_c = _c + 1}] do { _vehikl = vehicles select _c; if (_vehikl isKindOf "AllVehicles") then { if ((damage _vehikl) <= 0.99) then { //_vehikl setDamage 0.9; //_vehikl setFuel 0; diag_log format["[NAC BLOWOUT SERVER] :: [V] %1 has been damaged by blowout by 0.90", _vehikl]; }; }; }; }; }; Link to comment Share on other sites More sharing options...
Asian Kid Posted February 24, 2014 Report Share Posted February 24, 2014 didn't work Link to comment Share on other sites More sharing options...
Stranger Posted February 25, 2014 Report Share Posted February 25, 2014 15:17:54 "[NAC BLOWOUT SERVER] :: Next blowout in _delay (_delay = 2765.05), delay modifier is 0.74 (ns_blow_delaymod)" What exactly does it mean? Is it seconds? Or minutes? Anyone can tell that? Greets Link to comment Share on other sites More sharing options...
Anthraxx Posted February 25, 2014 Report Share Posted February 25, 2014 The (_delay = 2765.05) is seconds. The next blowout sequence will start in 2765/60=46 minutes and a couple of seconds Link to comment Share on other sites More sharing options...
Stranger Posted February 25, 2014 Report Share Posted February 25, 2014 Nothing starts at 46min :) Its running now 65min and nothing happened. So i think thi "delay modifier is 0.74" will delay it to some later time... Link to comment Share on other sites More sharing options...
Anthraxx Posted February 25, 2014 Report Share Posted February 25, 2014 hmm that is weird. On my server it is spot on every time... The delay modifier only makes sure the (_delay = *****) timer varies. usually somewhere between 40 and 70 minutes where it hits. Obviously server restarts cancel the sequence and will restart the timer on startup again. Link to comment Share on other sites More sharing options...
Stranger Posted February 25, 2014 Report Share Posted February 25, 2014 Hm, ok...so i will let it like it is... maybe it will start sometimes. if not i will look into the files. Anyone have that with patch 1.0.4.2? Link to comment Share on other sites More sharing options...
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