HazJ 1288 Posted February 28, 2018 Hi, So I am looking for a way to detect when a throwable (chemlight/smoke) has landed after it has been thrown. I use the FiredMan event handler to detect when it has been thrown but it triggers before it has landed (settled position). I have created a flashbang (still work in progress) but with that I use HandleDamage (removed damage received from grenade, etc) since it actually explodes so I use that for grenades. I assume this won't work for chemlights/smokes since they don't damage you. I want to create some different grenades types that don't deal damage by default. Tried to check speed of projectile. Tried to check isNull on projectile. Neither worked. 1 Share this post Link to post Share on other sites
Larrow 2802 Posted February 28, 2018 Check the magnitude of the projectiles velocity. player addEventHandler [ "FiredMan", { _nul = _this spawn { params[ "_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle" ]; waitUntil{ vectorMagnitude velocity _projectile < 0.02 }; hint "stopped"; }; }]; 3 Share this post Link to post Share on other sites
HazJ 1288 Posted February 28, 2018 Thank you Larrow. Was thinking that but only tried "speed" which failed. Thanks again! Just one question: Why 0.02? Any specific reason? Will say 0 fail? Just leeway? Share this post Link to post Share on other sites
Larrow 2802 Posted February 28, 2018 No particular reason for 0.02. Velocity is in meters per second, so that would equate to 2cm a second which is pretty slow. Just thought it would be enough to count as stopped. Not sure about 0 it depends when an objects physics is deemed low enough for the engine to perceive it as stopped. Which it must do at some point else the game would grind to a halt calculating tiny tiny values for all the physics objects laying around. 3 Share this post Link to post Share on other sites
johnnyboy 3744 Posted February 28, 2018 Hey @HazJ, that flash bang looks pretty awesome. You probably know this already, but I thought I would point out that @phronk has a flashbang also in his Realism scripts. Maybe you guys want to compare and share to produce the ultimate flash bang. 2 Share this post Link to post Share on other sites
HazJ 1288 Posted February 28, 2018 @johnnyboy - It is very basic at the moment, just created a working WIP version. I still need to modify the pp effect and stuff, as well as fade out game volume while flashed. I need to ditch playSound since that is affected by fadeSound command as well. I have a few things to try to get it working though. Wasn't aware of @phronk's version. Mine is for my upcoming project, I don't really use any ready-to-go third party stuff. I am happy to share some snippets with @phronk if he needs them. 2 Share this post Link to post Share on other sites
johnnyboy 3744 Posted February 25, 2019 Hi HazJ. I'm working on a Bang Stick script at the moment. When unit strikes with the bang stick I want a nice small explosion effect. I like the one in your flash bang video in first post. Do you have that script? All I want is the fast fire/explosion effect. I don't need the white flash or ear ringing. I'm terrible at figuring out particle effects, so I'm hoping to re-use some someone else has built. Do you have that effects script? Can I use it? Please advise. Thanks. Share this post Link to post Share on other sites
HazJ 1288 Posted February 25, 2019 I gave up on it as couldn't figure out lineIntersectsXXX commands. I didn't want the flash to affect players who were close but weren't looking in the general direction. There is no fire effect? I think that is the ChromAberration you are seeing. Only the effects from ppEffect command, here: 0 = ["ColorCorrections", 1500, [0.5, 0.5, 0, [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]]] spawn { params ["_name", "_priority", "_effect", "_handle1"]; _handle1 = ppEffectCreate [_name, _priority]; _handle1 ppEffectEnable true; _handle1 ppEffectAdjust _effect; _handle1 ppEffectCommit 1.35; waitUntil {ppEffectCommitted _handle1}; uiSleep 3; _handle1 ppEffectEnable false; ppEffectDestroy _handle1; }; 0 = ["ChromAberration", 200, [1, 1, true]] spawn { params ["_name", "_priority", "_effect", "_handle2"]; _handle2 = ppEffectCreate [_name, _priority]; _handle2 ppEffectEnable true; _handle2 ppEffectAdjust _effect; _handle2 ppEffectCommit 0.5; waitUntil {ppEffectCommitted _handle2}; uiSleep 3; _handle2 ppEffectEnable false; ppEffectDestroy _handle2; }; I think I got this off the Wiki and modified it. Can't remember. 1 Share this post Link to post Share on other sites