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Found 3 results

  1. Summary: With the new mine detector beeping more than your favorite astromech droid I'd thought I'd give it a more alien twist. This script "converts" the mine detector into a basic motion detector. Warning, do not use in conjunction with actual mines... or do, your choice. Features: -Beeps and boops (Credit: BIS) -Lightweight -Group members are detected but not so beepy. -Only locomotion is detected, not waving away flies or checking your gun. A standard crawl will avoid detection though. -Detects motion of vehicles too, not that you'd miss them at that range... Known Issues: -"Motion" can be a bit twitchy on the detector HUD. -Friendly AI may spot and reveal their "motion trackers" so they won't beep. You can get around this by executing: {_x disableAI "MINEDETECTION";} forEach allUnits; Singleplayer/Multiplayer: Should in theory work for both. I haven't had the time or manpower to test properly in MP. Let me know if you find any issues. Install/Usage: 1. Create "motionDetector.sqf" in your mission folder, for contents see below. 2. In init.sqf execute that sucker like so: 0 = [] execVM "motionDetector.sqf"; 3. Put a mine detector in the player's hands. 4. Profit? Future plans: None, I threw this together real quick just for fun. If you want something added post the suggestion and we'll see. Files: motionDetector.sqf
  2. Hello everyone, I need some help with basic scripting since I really have no experience in it. So, I want to have setAccTime in my scroll menu, under some basic name of course, 'Slow-mo', or whatever. What should I do and how? Do I need to create a sqf file and call it in playerinit file?
  3. I'd like to announce to the community the release of my bullet-time/slow-motion mod. This mod is a spinoff of a slow-mo feature that I included in my "The Dude's Fantastic Paintball Adventure" mission; my friends and I enjoyed the feature it so much that I figured others would too. This mod features the following: When in bullet-time, the player gets a temporary health boost. Damage taken while in bullet-time does not impact the player when the effect ends (unless player killed in bullet-time). Player moves faster (relative to all other AI, players, objects) in bullet-time. Bullet-time ability regulated by "recharge delay". "Tracer-vision" feature (optional): Friendlies and enemies fire tracer rounds while in slow-motion (tracer colours are team-specific). AI bullets also travel slower for increased immersion and reaction time. Auto-react feature (optional): Player automatically "reacts" and enter bullet-time when caught unaware by enemy fire. Link to the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=930993237 Latest version (with "tracer-vision"): Previous version (still demonstrates the slow-mo feature nicely): I hope you folks enjoy! Bandpass
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