gza036 7 Posted February 7, 2016 Creating an air combat scenario with some added features. GLOC (G-force induced loss of consciousness) has been simulated in ACE3, but I'd like to incorporate it into my mission for non-ACE users and add some extra stuff. Namely, "hick" maneuver sound effects that I want to play while under heavy G load. <<<I think I can figure that part out For measuring G's. I've adapted some of ACE's code, credit goes to KoffeinFlummi and esteldunedain. This displays G's in-game: _interval = .1; _oldvel = velocity (vehicle player); sleep _interval; while {player in jet1} do { _newVel = velocity (vehicle player); _accel = ((_newVel vectorDiff _oldVel) vectorMultiply (1 / _interval)) vectorAdd [0, 0, 9.8]; _GForce = (_accel vectorDotProduct vectorUp (vehicle player)) / 9.8; _oldVel = _newVel; sleep _interval; hintsilent format ["%1 G's", round _Gforce]; }; Please help me create the tunnel vision black-out effect. I've studied the biki, searched, and tried to implement ppeffectcreate/enable/adjust/commit... But can't figure out how to do it properly. here is a relevant part of the original ACE script if that helps: GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; if !(ACE_player getVariable ["ACE_isUnconscious", false]) then { if (_average > 0.30 * _gBlackOut) then { _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength, 1, 15]; } else { if (_average < -0.30 * _gRedOut) then { _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength / 1.5, 1, 15]; }; }; }; GVAR(GForces_CC) ppEffectCommit INTERVAL; Share this post Link to post Share on other sites
beno_83au 1352 Posted February 7, 2016 Post-process effects would handle the blackouts i think. Iirc they cover a bunch of visual enhancements. Share this post Link to post Share on other sites
gza036 7 Posted February 7, 2016 It's amusing to test the max G that different vanilla and addon aircraft can achieve... (or when crashing and it spikes to 100) I don't suggest getting into a turning fight with the Su-35 which can pull 17 :lol: yes, post-processing effects are needed, but I don't know how to properly implement them. Share this post Link to post Share on other sites