nebulazerz 18 Posted July 30, 2016 I wrote a script that uses hold action to spawn a shield bubble around you using the protection bubble object and forces you to stay in place while its active, but it is kind of a large object and it would be nice to make this smaller and visible from the inside too. Its neat that its red because I have it so this only works if you are wearing the red suit, but only people outside of the bubble can see it. [ /* 0 object */ player, /* 1 action title */ "Bubble", /* 2 idle icon */ "images\blinkicon.paa", /* 3 progress icon */ "images\blinkicon.paa", /* 4 condition to show */ "player getvariable [ 'Bubble', false ]", /* 5 condition for action */ "true", /* 6 code executed on start */ { ["Suit", "Shielding"] call BIS_fnc_showSubtitle; _bubble = createVehicle [ "ProtectionZone_F", player getPos [ 2, getDir player ], [], 0, "NONE" ]; player setvariable [ 'theBub', _bubble ]; }, /* 7 code executed per tick */ {player setAnimSpeedCoef 0;}, /* 8 code executed on completion */ { player setAnimSpeedCoef 1; _theBub = player getvariable [ 'theBub', "" ]; deleteVehicle _theBub; }, /* 9 code executed on interruption */ { player setAnimSpeedCoef 1; _theBub = player getvariable [ 'theBub', "" ]; deleteVehicle _theBub; }, /* 10 arguments */ ["Bubble"], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; Share this post Link to post Share on other sites
POLPOX 779 Posted July 30, 2016 Unfortunately I cant run Arma 3 and going to bed but I have an idea, use particles. Use drop command each frame will makes you happy, maybe not. Share this post Link to post Share on other sites
POLPOX 779 Posted July 31, 2016 How do you like me now? while {true} do { _timeNow = time ; drop [ ["\A3\data_f\ParticleEffects\Universal\Universal",16,13,7,0],"","BillBoard", 1,0.1,[0,0.25,1],[0,0,0], random pi*2,1.277,1,0, [3], [[1,1,1,1],[1,1,1,0]], [10000], 0,0,"","", player,0, false,-1 ]; waitUntil {_timeNow != time} ; } ; 1 Share this post Link to post Share on other sites
nebulazerz 18 Posted August 2, 2016 How do you like me now? while {true} do { _timeNow = time ; drop [ ["\A3\data_f\ParticleEffects\Universal\Universal",16,13,7,0],"","BillBoard", 1,0.1,[0,0.25,1],[0,0,0], random pi*2,1.277,1,0, [3], [[1,1,1,1],[1,1,1,0]], [10000], 0,0,"","", player,0, false,-1 ]; waitUntil {_timeNow != time} ; } ; NICE! I have been at a wedding over the weekend, so I havn't had a chance to mess with particles yet. I saw the original post when you posted it, but this looks really nice and I am going to use this. Probably will need to add player allowDamage false; I think with the hold action I wont need to use the while {true}. When the script is put into the part that says code executed per tick, it pretty much is adding its own while true in the function. EDIT: Heres a hold action with it included and some animations to smooth it out a bit, I still cant figure out how to smooth out the end, it seems to make the screen flash no matter what while defaulting the animation. [ /* 0 object */ player, /* 1 action title */ "Bubble", /* 2 idle icon */ "images\blinkicon.paa", /* 3 progress icon */ "images\blinkicon.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ { player setAnimSpeedCoef 2; player switchMove "AmovPercMstpSnonWnonDnon_EaseIn"; sleep .2; player switchMove "AmovPercMstpSnonWnonDnon_Ease"; player allowDamage false; player setAnimSpeedCoef 0; }, /* 7 code executed per tick */ { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal",16,13,7,0],"","BillBoard", 1,0.1,[0,0.25,1],[0,0,0], random pi*2,1.277,1,0, [3], [[1,1,1,1],[1,1,1,0]], [10000], 0,0,"","", player,0, false,-1 ]; }, /* 8 code executed on completion */ { player setAnimSpeedCoef 2; player allowDamage true; player switchMove "AmovPercMstpSnonWnonDnon_EaseOut"; sleep .5; player switchMove ""; player setAnimSpeedCoef 1; }, /* 9 code executed on interruption */ { player setAnimSpeedCoef 2; player switchMove "AmovPercMstpSnonWnonDnon_EaseOut"; sleep .5; player allowDamage true; player switchMove ""; player setAnimSpeedCoef 1; }, /* 10 arguments */ ["Bubble"], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; EDIT 2: animations all look smoothest like this though, maybe someone knows better animation techniques to smooth out the last part. [ /* 0 object */ player, /* 1 action title */ "Bubble", /* 2 idle icon */ "images\blinkicon.paa", /* 3 progress icon */ "images\blinkicon.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ { player setAnimSpeedCoef 2; player switchMove "AmovPercMstpSnonWnonDnon_EaseIn"; sleep .2; player switchMove "AmovPercMstpSnonWnonDnon_Ease"; player allowDamage false; player setAnimSpeedCoef 0; }, /* 7 code executed per tick */ { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal",16,13,7,0],"","BillBoard", 1,0.1,[0,0.25,1],[0,0,0], random pi*2,1.277,1,0, [3], [[1,1,1,1],[1,1,1,0]], [10000], 0,0,"","", player,0, false,-1 ]; }, /* 8 code executed on completion */ { player allowDamage true; player switchMove ""; player setAnimSpeedCoef 1; }, /* 9 code executed on interruption */ { player allowDamage true; player switchMove ""; player setAnimSpeedCoef 1; }, /* 10 arguments */ ["Bubble"], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; EDIT3: added a sound effect for electricity per tick too :D playSound "electricshock"; Share this post Link to post Share on other sites
gavc 28 Posted August 2, 2016 I'd love to see a little vid of this in action :) hint, hint. nudge nudge. G 1 Share this post Link to post Share on other sites
nebulazerz 18 Posted August 2, 2016 I'd love to see a little vid of this in action :) hint, hint. nudge nudge. G I will do a video of all of the super suits in action soon. Still deciding if I want any other skills besides sprint, lighting, and bubble. Edit: I changed the length of the particles for the hold action to work better with it, also changed the color to red to match the super suit that it goes with. [ /* 0 object */ player, /* 1 action title */ "Bubble", /* 2 idle icon */ "images\blinkicon.paa", /* 3 progress icon */ "images\blinkicon.paa", /* 4 condition to show */ "player getvariable [ 'Bubble', false ]", /* 5 condition for action */ "true", /* 6 code executed on start */ { player setAnimSpeedCoef 2; player switchMove "AmovPercMstpSnonWnonDnon_EaseIn"; sleep .2; player switchMove "AmovPercMstpSnonWnonDnon_Ease"; player allowDamage false; player setAnimSpeedCoef 0; }, /* 7 code executed per tick */ { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal",16,13,7,0],"","BillBoard", 1,1,[0,0.25,1],[0,0,0], random pi*2,1.277,1,0, [3], [[1,0,0,.5],[1,0,0,.5]], [10000], 0,0,"","", player,0, false,-1 ]; playSound "electricshock"; }, /* 8 code executed on completion */ { player setAnimSpeedCoef 1; player allowDamage true; player switchMove ""; }, /* 9 code executed on interruption */ { player setAnimSpeedCoef 1; player allowDamage true; player switchMove ""; }, /* 10 arguments */ ["Bubble"], /* 11 action duration */ 6, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; Share this post Link to post Share on other sites
nebulazerz 18 Posted August 6, 2016 seems that this does not work in multiplayer, other people in the game cannot see the animations or the particles. Is there a way to fix that? Share this post Link to post Share on other sites