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LiderrGaming

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About LiderrGaming

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  1. It's being called in the mst_fnc_taze part of the script to start the effect as soon as the taze is sent out
  2. 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
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