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Showing results for tags 'taser'.
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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.
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- taser
- taser script
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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