Djavu 9 Posted December 15, 2017 Hello. Could anyone check this script for immersion in halo jump, if it will work on MP and dedicated? I modified some things, so that it worked in my texts, but I have this doubt, since I am not experienced in the subject. Thank you. This is the file that calls the rest of the scripts Halo.sqf: if (!isServer || isDedicated) exitWith {}; sleep 1; [] spawn { sleep 0.2; player attachTo [c130]; detach player; }; waitUntil {((animationState player == "HaloFreeFall_non"))}; efxATM = [player] execVM "vqi_halo_efx_atmo.sqf"; // Simulated Velocity - Need -180* Direction of Aircraft - Jumping out of plane // HIT ATMO - COLD & NO AIR!!! addCamShake [75, 5, 5]; // playSound "grunt1"; // playSound "Wind_Ext_PARA"; // playSound "HALOExt"; // // addCamShake [p, d, f]; // waitUntil {((animationState player == "para_pilot"))}; playSound "open_chute2"; playSound "grunt1"; playSound "flapping"; sleep 5; playSound "flapping"; efxLND = [player] execVM "vqi_halo_efx_landing.sqf"; // Jumping BEFORE Green/Go Signal //ANTSY = [player] execVM "vqi_halo\VQI-DemonDropper\FreeFall\vqi_halo_antsypants.sqf"; // Atmosphere EFX! // Blurring EFX -WIP- 33 cutText ["", "BLACK IN", 1]; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust [8]; "DynamicBlur" ppEffectCommit 2; sleep 5; "DynamicBlur" ppEffectAdjust [0]; "DynamicBlur" ppEffectCommit 10; sleep 5; "RadialBlur" ppEffectEnable true; "RadialBlur" ppEffectAdjust [0.1, 0.1, 0.5, 0.5]; "RadialBlur" ppEffectCommit 10; sleep 5; "RadialBlur" ppEffectAdjust [0, 0, 0, 0]; "RadialBlur" ppEffectCommit 10; sleep 10; // Landing EFX! // Share this post Link to post Share on other sites