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Found 3 results

  1. Hello, I am looking for a solution for spawning a flashbang effect, possibly on a marker, invisible helipad or possibly using any other way that works best and can be customized for future use. So far I was trying to spawn the grenade using the createVehicle command and getting a position of a marker. Two problems I have are: - Flash/stun grenades do not explode on spawn, they appear for a few seconds and then disappear entirely (I've checked smoke as well as frag grenades and those two do work fine) - The command spawns a literal grenade which can be seen physically, whereas I am looking for it to either explode on spawn (for the grenade itself not to be seen) or for it to trigger only the effect instead. The command is supposed to be a supplement to door breaching on action and is supposed to affect AI as well. I believe that the effects of the ACE M84 grenades do, so that would be the ideal solution. Thanks for any suggestions! Adam
  2. Hi, I'm working on a mission that uses a taser mod but the taser doesn't actually taser the person it just does no damage. Is there a way to edit the config of the taser or mission file to actually make the person who gets hit by taser go unconscious for a few seconds before returning to a normal state. To make the person go unconscious i want to use the "setUnconscious" script to do this something like: _unit setUnconscious true; sleep 10: _unit setUnconscious false; I tried this in the config but it makes the person holding the gun go unconscious: class BulletBase; class 26_taser: BulletBase { hit = player setUnconscious true; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_65_caseless"; visibleFire = 5; I need the script to work in both multiplayer and singleplayer missions. thank you in advance.
  3. I was needing help with making a simple taser script. I've tried to cannibalize some of ylguf's script but i couldn't figure out how to make the taser work for everyone. I'm rather new to scripting so any help is appreciated. I believe I already have the stun.sqf figured out I mainly just need help making a script that executes stun.sqf whenever a player is shot by a P07. Here is the stun.sqf I've made that made which is partially cannibalized from various scripts and likely riddled with errors player switchmove "AinjPfalMstpSnonWnonDf_carried_fallwc"; //this looks important might as well keep it sleep 7; // this sems like i dont need it but i dont know enough to do anything about it player switchmove ""; "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [15]; // intensity of blur "dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred enableCamShake true; // enables camera shake addCamShake [10, 45, 10]; // sets shakevalues disableUserInput true; // Prevents the suspect from doing anything 5 fadeSound 0.1; sleep 15; //Time you get tazed for disableUserInput false; //lets the suspect do shit again "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 10; // time it takes to go back to normal vision resetCamShake; // resets the shake 20 fadeSound 1; The rest of the scripts were cannibalized from ylguf's script
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