So I have been stuck on this issue for the last week and have been looking for solutions with now success. Is there a way to run a post processing effect on ONE player not globally. At the moment when the script is ran it effects everyone in the server
This is the post processing script
mst_fnc_ppe = {
_ppeCA = ppEffectCreate["ChromAberration", 200];
_ppeDB = ppEffectCreate["DynamicBlur", 400];
_ppeCA ppEffectAdjust [.15, .15, true];
_ppeDB ppEffectAdjust [10];
_ppeCA ppEffectEnable true;
_ppeDB ppEffectEnable true;
[_ppeDB ,_ppeCA] ppEffectCommit 10;
waitUntil {ppEffectCommitted _ppeCA};
ppEffectDestroy _ppeCA;
ppEffectDestroy _ppeDB;
hint "done1";
};
This is the thing that is triggering the effect
_x addMPEventHandler ["MPHit",{
_unit = (_this select 0);
_shooter = (_this select 3);
_weapon = currentWeapon _shooter;
tazerman = _shooter;
tazedman = _unit;
distancePlayer = player distance tazedman;
if (_weapon in tazers && distancePlayer <= 10) then
{
[] spawn {
call mst_fnc_rope;
tazeid = tazerman addAction ["Send Surge",{tazerman removeAction tazeid; call mst_fnc_taze, call mst_fnc_taze2, tazermanrope ropeDetach tazedmanrope, tazedmanrope ropeDetach tazermanrope}];
sleep 7.5;
};
} else {
tazedman setDamage 0;
tazedman setHit ["legs", 1];
};
Any replies are appreciated