Bomber

Tear Gas

10 posts in this topic

Since we have just added gas masks, tear gas grenades would be pretty cool. You could have to built them using expensive things so not everyone can get them. Would be a good addition to non radiation maps.

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Why not alter smokegrenades to also cause damage like teargas/poison gas?

I'll whip something up over the weekend.

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14 hours ago, Bomber said:

 

 

45 minutes ago, InsertCoins said:

 

This should work just fine: http://www.armaholic.com/page.php?id=26687

Just need to replace the gasmask with the  one implemented in Exile, so: 

Spoiler

_gasmask = ["Exile_Headgear_GasMask"];

And define an array of CS-Gas grenades:

Spoiler

 waituntil
{
    ((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10) // classnames of CS-Gas grenades/shells
    and
    (getpos (nearestObject [getpos player, "SmokeShellYellow"]) select 2 < 0.5) // Repeat classnames of CS-Gas grenades/shells
};

When that's done, well then you can define the effects of Gas without a gasmask: 

Spoiler

While{true} do {

// Conditions
"dynamicBlur" ppEffectEnable true; // enables ppeffect
"dynamicBlur" ppEffectAdjust [0]; // enables normal vision
"dynamicBlur" ppEffectCommit 15; // time it takes to normal
resetCamShake; // resets the shake
20 fadeSound 1;     //fades the sound back to normal


else
        {
            // play coughing sound
            //playsound "coughing";
            // run the teargas effects on player
            "dynamicBlur" ppEffectEnable true; // enables ppeffect
            "dynamicBlur" ppEffectAdjust [10]; // intensity of blur
            "dynamicBlur" ppEffectCommit 3; // time till vision is fully blurred
            enableCamShake true;     // enables camera shake
            addCamShake [10, 45, 10];    // sets shakevalues
            player setFatigue 1; // sets the fatigue to 100%
            5 fadeSound 0.1;     // fades the sound to 10% in 5 seconds
            sleep 5;
            "dynamicBlur" ppEffectAdjust [20]; // intensity of blur
            "dynamicBlur" ppEffectCommit 3; // time till vision is fully blurred
            sleep 5;
        };
};

Should be fairly easy to understand this script, I might actually go ahead and do a better version, specifically designed for Exile 9_9

All credits for this goes to Jarhead.

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12 minutes ago, InsertCoins said:

Fucking ninja'd :(

Sowwy :ph34r:

That being said, your suggestions are welcome, we can even work together on a script, if that ease some of the pain :bandit:

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6 minutes ago, InsertCoins said:

Well, the script is basically what I had in mind :P

Nonetheless I'll come up with something better than that, more config options towards a biological/chemical thingy :ph34r:

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7 minutes ago, Boxman80 said:

Great suggestion!

Scripting in blindness, sitting at work, but I think I got something good going already 9_9

screenshot.685.thumb.jpg.61e88798629f133

I'll throw out to public, once I'm done and have tested it ^_^ (Yeah I know I haven't defined the gasmask(s) yet) 

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