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Found 2 results

  1. Hello. Could anyone check this script for immersion in halo jump, if it will work on MP and dedicated? I modified some things, so that it worked in my texts, but I have this doubt, since I am not experienced in the subject. Thank you. This is the file that calls the rest of the scripts Halo.sqf: if (!isServer || isDedicated) exitWith {}; sleep 1; [] spawn { sleep 0.2; player attachTo [c130]; detach player; }; waitUntil {((animationState player == "HaloFreeFall_non"))}; efxATM = [player] execVM "vqi_halo_efx_atmo.sqf"; // Simulated Velocity - Need -180* Direction of Aircraft - Jumping out of plane // HIT ATMO - COLD & NO AIR!!! addCamShake [75, 5, 5]; // playSound "grunt1"; // playSound "Wind_Ext_PARA"; // playSound "HALOExt"; // // addCamShake [p, d, f]; // waitUntil {((animationState player == "para_pilot"))}; playSound "open_chute2"; playSound "grunt1"; playSound "flapping"; sleep 5; playSound "flapping"; efxLND = [player] execVM "vqi_halo_efx_landing.sqf"; // Jumping BEFORE Green/Go Signal //ANTSY = [player] execVM "vqi_halo\VQI-DemonDropper\FreeFall\vqi_halo_antsypants.sqf"; // Atmosphere EFX! // Blurring EFX -WIP- 33 cutText ["", "BLACK IN", 1]; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust [8]; "DynamicBlur" ppEffectCommit 2; sleep 5; "DynamicBlur" ppEffectAdjust [0]; "DynamicBlur" ppEffectCommit 10; sleep 5; "RadialBlur" ppEffectEnable true; "RadialBlur" ppEffectAdjust [0.1, 0.1, 0.5, 0.5]; "RadialBlur" ppEffectCommit 10; sleep 5; "RadialBlur" ppEffectAdjust [0, 0, 0, 0]; "RadialBlur" ppEffectCommit 10; sleep 10; // Landing EFX! //
  2. Hello, I need to make the player fly while still being able to shoot its weapon. The problem is that above 100 meters, the player automatically switch to a free fall animation ("halofreefall_non"). Strategies I tried so far: - monitoring the current animstate and switching to previous animation when the dreaded "halofreefall_non" occur. Problem: either I obtain a constant stuttering (the player is constantly between 2 animation states) either the player is frozen on the previous animation state depending on the refresh time of the monitoring. - Put the player in an invisible vehicle and use Firing From Vehicles to use the weapon. Problem: really hacky and so far I could not get large enough angles with FFV positions (I do not know if its a config mistake on my end or hardcoded limitations yet). - I am trying know the idea suggested in this thread : https://forums.bistudio.com/forums/topic/190783-is-it-possible-to-disable-the-falling-animation-of-a-unit/ i.e. sticking the player on fake ground. Still under investigation. Any other idea I might have missed ? I am open to hacky ideas, be it addon based or script only!
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