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Liberty Bull

Key activated bullettime script

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Posted (edited)

*** Edit, working script for anyone interested. I am still very new so this is probably dirty and inefficient, but it works for what it is. This makes it so when you press T the player enters into a 1/10th speed "bullettime" that uses the player's stamina and applies a chromatic abberation postprocess effect while bullettime is active.

In "initplayerlocal.sqf"

Spoiler

moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 20 && var_vatsstop) then {var_vatson = [] execVM 'vats.sqf'};"];
moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 20 && !var_vatsstop) then {var_vatsoff = [] execVM 'vatsstop.sqf'};"];

 

In "vats.sqf"

Spoiler

private _timeLeft = getStamina player;
playSound "vatsenter";
var_vatsstop = false; 
  
  while {_timeLeft >= 0 && !var_vatsstop} do  
   
  {  
  
  
  ["ChromAberration", 200, [0.015, 0.015, true]] spawn { 
 params ["_name", "_priority", "_effect", "_handle"]; 
 while { 
  _handle = ppEffectCreate [_name, _priority]; 
  _handle < 0 
 } do { 
  _priority = _priority + 1; 
 }; 
 _handle ppEffectEnable true; 
 _handle ppEffectAdjust _effect; 
 _handle ppEffectCommit .1;
 waitUntil {var_vatsstop};  
 _handle ppEffectEnable false; 
 ppEffectDestroy _handle; 
};
  

    setAcctime .1;
  
    sleep .1;
    
    _timeLeft = _timeLeft - 3; 
setAccTime 1; 
player setStamina _timeleft;

  
 };
 
 setAccTime 1;
var_vatsstop = true;
playsound "vatsexit";

 

In "vatsstop.sqf"

Spoiler

setAccTime 1;
var_vatsstop = true;

 

And finally, either in "init.sqf" somewhere or in a trigger "on activation" with condition as "true"

Spoiler

var_vatsstop = true;

 

 

I'm trying to have a looping script end when a key is pressed. The script itself is called by a different keypress. The script works until I try and put in code to enable it to end midway through the loop. It is a simple bullettime script that drains your stamina during use, and it successfully ends when stamina runs out. I just cant figure out what I'm doing wrong to properly implement a breakout, or if that is even the best way to handle this.

 

private _timeLeft = getStamina player; 
playSound "vatsenter"; 
scopeName "main"; 

  while {_timeLeft >= 0} do   
    
  {   
  scopeName "vatsloop"; 
 
setAcctime .1;   
    hint str _timeLeft;   
   
moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 36) then   
  { 
   
  breakOut "vatsloop" 
   
   
   
  };" 
  ];


    sleep .1; 
  
    _timeLeft = _timeLeft - 1;  
setAccTime 1;  
player setStamina _timeleft; 
 
   
 };

 

Edited by Liberty Bull
Updated code and changed title for archiving purposes

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the breakout wont work because its inside another scope (in the EH)

 

also you have quotes inside quotes, that wont work. use ' instead of other quotes

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2 minutes ago, gc8 said:

I cant see anything wrong with your breakOut but there's this line: ];

should be };

Changing the ]; that is just above the sleep .1 doesn't seem to work either, I took the whole displayAddEventHandler section from the code that I have in the initplayerlocal.sqf to run the script in the first place.

 

moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 35) then {var_vatson = [] execVM 'vats.sqf'};"];

 

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Just now, Liberty Bull said:

Changing the ];

 

nvm that  I misread your code. I have new stuff you to check out in my post

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10 minutes ago, gc8 said:

the breakout wont work because its inside another scope (in the EH)

 

also you have quotes inside quotes, that wont work. use ' instead of other quotes

 

Ah, so I'm suffering the problems of learning by trial and error; I am trying to learn as I go and how to do things properly and all. If the breakout wont work I wonder what another solution would be. Maybe making the "while" have the _timeleft >= 0 && a variable that I set in a different script from the ending keypress so it sets it true?

 

All I need to do is make the script stop and then setAccTime back to 1, but I've never had to end a loop in such way before, and I seemed to have alot of trouble trying to incorporate multiple conditions for the while condition.

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5 minutes ago, Liberty Bull said:

Maybe making the "while" have the _timeleft >= 0 && a variable that I set in a different script from the ending keypress so it sets it true?

 

sounds like a good way imo

you can do that in the KeyDown EH

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So, excuse my ignorance, but how do you call the variable in this case? The below doesnt work,

while {_timeLeft >= 0 && vatsstop = true} do

However, if I do 

while {_timeLeft >= 0 && alive docmitchell} do

It works and ends when I shoot the unit, so again this is where I am having trouble with the syntax. I'm reading through some of the beginner tutorials but I seem to miss this part.

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first set the variable and the loop condition:

vatsstop = true

while {_timeLeft >= 0 && vatsstop } do

 

then in your keydown EH  you set the variable to false:

 

vatsstop = false

 

that's it

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6 minutes ago, gc8 said:

first set the variable and the loop condition:


vatsstop = true

while {_timeLeft >= 0 && vatsstop } do

 

then in your keydown EH  you set the variable to false:

 


vatsstop = false

 

that's it

 

Awesome, my issue was I was coming at it from the opposite way of thinking, trying to check if a variable was false, instead of true. Still don't know how to check if a variable is false as a condition but this way works. Is it !variable like !alive is?'

 

Edit, okay I found my answer, my google fu breaks down when there are multiple issues at once and its already mind frying  to learn as it is haha

if (typename _a != typename true) then { _a = false };
if (typename _b != typename 0) then { _b = 10 };

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Just now, Liberty Bull said:

Is it !variable like !alive is?

 

yep

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Thanks for all your help. I try and learn as much as I can on my own before asking, but sometimes I get so stuck trying to make a function work that the whole mission  gets  put on hold while I try and get it to work. 

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