Search the Community
Showing results for tags 'stone script'.
Found 1 result
-
Hello, recently I tried replacing some set of lines from a code; smoke grenades as Teargas . It worked without MY changes (naturally), but I changed out the values SmokeShell to using HandGrenade_Stone instead . I wanted this to be like a flashbang with blurHeres my code; //Are we near a Stone explosion? fnc_projectileNear = { _projectile = nearestObject [ getPosATL player, "HandGrenade_Stone" ]; //If there is a stone if !( isNull _projectile ) then { //Is it within 10 meters of the player _projectile distance player < 10 }else{ //if no stun false }; //we are stoned fnc_inProjectile = { player setVariable [ "inProjectile", true ]; //Do effect "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [15]; "dynamicBlur" ppEffectCommit 5; 5 fadeSound 0.1; //While were in stun while { [] call fnc_ProjectileNear } do { //Damage the player player setDamage (damage player + 0.12); sleep 2.5; }; //are we no longer in stun? [] call fnc_projectileClear; }; //We are not in stun fnc_projectileClear = { //Reset the player variable player setVariable [ "inProjectile", false ]; //Clear effects "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 10; resetCamShake; 20 fadeSound 1; }; //Check each frame if we are close by the stun //If we are not already flagged as in stun AND near a stun projectileNearSEHID = [ "projectileNear", "onEachFrame", { if ( !( player getVariable [ "inProjectile", false ] ) && { [] call fnc_projectileNear } ) then { _inProjectileThread = [] spawn fnc_inProjectile; }; }] call BIS_fnc_addStackedEventHandler; Coding in arma is tricky a*, i cant seem to get the hang of it. What am I doing wrong? A helping hand would REALLY be appreciated. Thanks! // AngryHerring
-
- arma 3
- stone script
-
(and 1 more)
Tagged with: