Jump to content

[TUTORIAL] Teargas (Fixed)


Recommended Posts

  • Replies 59
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

not really needed for people with chromosomes

Fixed this once again, aparently I cannot use this as a function had to use it as a script, fully tested on 5.0 and works, leave me alone now...

This is an update of the original: by Jokahghost Author: Blackd0g, updated by Jokahghost Difficulty: Easy Version: All MISSION FILE EDITS: 1. Go into your init.sqf in the main

On 3/31/2017 at 5:02 PM, suicidsasquatch said:

still spawn in with a blurry screen also how do you make it to where you have a blurry screen while you're in the tear gas? the screen moves just no blur

 

"dynamicBlur" ppEffectAdjust [20]; // intensity of blur 

Below 

"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 0.6, 1.8, 0.7],  [0.199, 0.587, 0.114, 0.0]]; 

Link to post
Share on other sites

Yay! Great Script and thank you for posting it. I do have one question though. How would I write it if say I, wanted to add another item attached to the script. What would be between "SmokeShellOrange" and "1Rnd_SmokeOrange_Grenade_shell" to say either can work. For example,                                                                                                                                                                                                                           waituntil{
    ((nearestObject [getpos player, "SmokeShellOrange", "1Rnd_SmokeOrange_Grenade_shell"]) distance player < 10)
    and
    (getpos (nearestObject [getpos player, "SmokeShellOrange", "1Rnd_SmokeOrange_Grenade_shell"]) select 2 < 0.5)
    };    

Link to post
Share on other sites
45 minutes ago, BitDr0p_ said:

I tried to use it on the 5.0 version and it doesn´t work well. When I´m Joining the screen is Blurry and the Classname for the Helmet is also wrong because i cant use/see it in my shops.

( And yes, I followed the Tutorial 1:1 )

currently bugged for 5.0 after the x64 bit update

working on a fix

  • Like 1
Link to post
Share on other sites
  • 4 weeks later...
  • 2 weeks later...
On 5/25/2017 at 2:02 AM, House.M said:

even after fix still not working for me, i think its around step #3, im using a fresh version of 4.4R4 and nothing can someone post an example of what this should look like?
 

It works fine for me on 4.4

2 hours ago, Wilder said:

Nothing happens when walking through smoke , did all fixes in comment still.

There are no fixes in comments to do everything is in the tutorial that you need to do

  • Like 1
Link to post
Share on other sites
2 hours ago, [IL] KingCrazyHunter said:

It works fine for me on 4.4

There are no fixes in comments to do everything is in the tutorial that you need to do

Tried again , Not working , I walk into it and nothing happens.

Link to post
Share on other sites
On 6/6/2017 at 3:53 PM, [IL] KingCrazyHunter said:

Fixed this once again, aparently I cannot use this as a function had to use it as a script, fully tested on 5.0 and works, leave me alone now...

Yes, it works a described! Just did it, took all of 5 minutes. The OP is updated to work on v5.0. Thank you for this funny script!

Edited by one
  • Like 1
Link to post
Share on other sites
  • 1 month later...
  • 3 weeks later...
  • 4 months later...
On 8/13/2017 at 5:35 AM, Grinder Clipper said:

hello ,

i have just one question it's possible to change headgear to googles in the script because when i change it doesn t work ..

thanks for your futur reply

 

(sorry for my anglish i tried without translator i m french ;-)

 

 

Its a bit late for a response but in case you or anyone else is wondering you would change this 

        if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit
        if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit

to this:

        if (goggles player != "Your goggles here") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "your goggles here") then {antidote1 = 2581}; // Player carries the Gas Suit
Link to post
Share on other sites
On 1/9/2018 at 6:50 AM, TwisT said:

Its a bit late for a response but in case you or anyone else is wondering you would change this 

        if (headgear player != "H_CrewHelmetHeli_B") then {antidote1 = 2583}; // Player has no Suit
        if (headgear player == "H_CrewHelmetHeli_B") then {antidote1 = 2581}; // Player carries the Gas Suit

to this:

        if (goggles player != "Your goggles here") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "your goggles here") then {antidote1 = 2581}; // Player carries the Gas Suit

not really needed for people with chromosomes

  • Like 2
  • Haha 1
Link to post
Share on other sites
  • 2 weeks later...

Hi, für mich funktioniert es nicht.
Ich bin in 4.4r3
Hier ist der interessante Teil des Codes.

playerNearGas=false;

[] spawn {
    while {true} do
    {

        if
        (
        (((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 20))
        or
        (((nearestObject [getpos player, "G_40mm_SmokeYellow"]) distance player < 15))
        ) then
        {
        playerNearGas=true;
        }
        else
        {
        playerNearGas=false;
        };

    uiSleep 3;
    };
};

[] spawn {
    while {true} do
    {

         "dynamicBlur" ppEffectEnable true; // enables ppeffect
         "dynamicBlur" ppEffectAdjust [0]; // enables normal vision
         "dynamicBlur" ppEffectCommit 15; // time it takes to normal
         resetCamShake; // resets the shake
         20 fadeSound 1; //fades the sound back to normal

        waituntil {playerNearGas}; // Wait till a Gas Grenade is near player


        
       
		if (goggles player != "Mask_M40_OD") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "Mask_M40_OD") then {antidote1 = 2581}; // Player carries the Gas Suit
		if (goggles player != "Mask_M50") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "Mask_M50") then {antidote1 = 2581}; // Player carries the Gas Suit
		if (goggles player != "TAC_SF10") then {antidote1 = 2583}; // Player has no Suit
        if (goggles player == "TAC_SF10") then {antidote1 = 2581}; // Player carries the Gas Suit

        if (antidote1 == 2583) then {
         "dynamicBlur" ppEffectEnable true; // enables ppeffect
         "dynamicBlur" ppEffectAdjust [20]; // intensity of blur
         "dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred
         enableCamShake false; // enables camera shake
         addCamShake [10, 45, 10]; // sets shakevalues
         player setFatigue 1; // sets the fatigue to 100%
         5 fadeSound 0.1; // fades the sound to 10% in 5 seconds
        };

    uiSleep 1;
    };
};

 

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.