mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Add Nightstalker EVR storms
Includes manual on/off for APSI and localized strings.
This commit is contained in:
@@ -4,6 +4,15 @@ class ItemAPSI_DZE : ItemCore
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displayName = $STR_EQUIP_APSI;
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picture = "\dayz_epoch_c\icons\tools\ItemAPSI.paa";
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descriptionShort = $STR_EQUIP_APSI_DESC;
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class ItemActions
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{
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class Power
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{
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text = $STR_APSI_STATE;
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script = "call fnc_apsiState;";
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};
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};
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};
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class ItemAPSIBroken_DZE : ItemCore
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@@ -951,4 +951,87 @@ class RscTitles
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text="\nst\textures\skrabanec.paa";
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};
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};
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class RscAPSI
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{
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idd = -1;
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duration = 10;
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fadein = 0;
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movingEnable = 0;
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enableSimulation = 0;
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enableDisplay = 0;
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_ACTIVITY;
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ColorText[] = {1,0.2,0.1,1};
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};
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};
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};
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class RscAPSI_Detected: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_DETECT;
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ColorText[] = {1,0,0.2,1};
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};
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};
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};
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class RscAPSI_Protected: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_PROTECT;
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ColorText[] = {0,1,0.2,1};
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};
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};
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};
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class RscAPSI_On: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_ENABLED;
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ColorText[] = {0,1,0.2,1};
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};
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};
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};
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class RscAPSI_Off: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_DISABLED;
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ColorText[] = {0,1,0.2,1};
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};
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};
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};
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class RscAPSI_Start: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_START;
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ColorText[] = {1,0,0.2,1};
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};
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};
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};
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class RscAPSI_End: RscAPSI
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{
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class controls
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{
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class APSILog: RscTextAPSI
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{
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text = $STR_EVR_END;
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ColorText[] = {0,1,0.2,1};
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};
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};
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};
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};
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@@ -792,6 +792,20 @@ class bloodTest
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};
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};
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class RscTextAPSI : RscText
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{
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x = 0.5;
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y = 1;
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h = 0.03;
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w = 0.5;
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style = 2;
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font = "BitStream";
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SizeEx = 0.025;
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colorText[] = {0.1,0.1,0.1,1};
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colorBackground[] = {0.5,0.5,0.5,0.4};
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lineSpacing = 1;
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};
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#include "RscDisplay\includes.hpp"
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//Override BIS Loadscreen
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42
SQF/dayz_code/actions/apsiState.sqf
Normal file
42
SQF/dayz_code/actions/apsiState.sqf
Normal file
@@ -0,0 +1,42 @@
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/*
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This function simulates turning "ItemAPSI_DZE" on and off to protect against EVR storms.
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Players need to have post-processing effects enabled in order to see the film grain effects.
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*/
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// Create the particle effect
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if (isNil "DZE_APSI_SFX") then {
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DZE_APSI_SFX = ppEffectCreate ["filmGrain", 2001];
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DZE_APSI_SFX ppEffectAdjust [0.15, 1, 1, 0.1, 1, false];
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DZE_APSI_SFX ppEffectCommit 0;
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};
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closeDialog 0;
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if (player getVariable["APSIState",false]) then {
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player setVariable["APSIState",false];
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playSound "ns_apsi_off";
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DZE_APSI_SFX ppEffectEnable false;
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cutRsc ["RscAPSI_Off","PLAIN"];
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} else {
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player setVariable["APSIState",true];
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playSound "ns_apsi_on";
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DZE_APSI_SFX ppEffectEnable true;
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cutRsc ["RscAPSI_On","PLAIN"];
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// monitor the player's inventory and turn the effect off if the APSI is removed.
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[] spawn {
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while {true} do {
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uiSleep 1;
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if !(player getVariable["APSIState",false]) exitWith {
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//diag_log "Player has turned the APSI off";
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};
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if !(player hasWeapon "ItemAPSI_DZE") exitWith {
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DZE_APSI_SFX ppEffectEnable false;
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playSound "ns_apsi_off";
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player setVariable["APSIState",false];
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//diag_log "Player has removed the APSI from inventory";
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};
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};
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};
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};
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459
SQF/dayz_code/compile/client_evr.sqf
Normal file
459
SQF/dayz_code/compile/client_evr.sqf
Normal file
@@ -0,0 +1,459 @@
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/*
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* EVR Storms Client Side Script for DayZ Epoch 1.0.7+ by JasonTM
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* Original Blowout Module for Nightstalkers: Shadow of Namalsk by Sumrak
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* sumrak<at>nightstalkers.cz
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* Players must have post processing effects enabled in video options in order to experience the visual effects in this script.
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*/
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fnc_evr = {
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local _hasAPSI = (player hasWeapon "ItemAPSI_DZE" && {player getVariable ["APSIState", false]});
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call {
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if (_this == "Stage1") exitWith {
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 4;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 4;
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playSound "ns_misc4";
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};
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if (_this == "Stage2") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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uiSleep 0.2;
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playSound "ns_evrDetect";
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uiSleep 0.2;
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cutRsc ["RscAPSI","PLAIN"];
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} else {
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uiSleep 0.4;
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};
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 10;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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};
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if (_this == "Stage3") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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uiSleep 0.2;
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playSound "ns_evrDetect";
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uiSleep 0.2;
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cutRsc ["RscAPSI_Detected","PLAIN"];
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} else {
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uiSleep 0.4;
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};
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 10;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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};
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if (_this == "Stage4") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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uiSleep 0.2;
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playSound "ns_evrDetect";
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uiSleep 0.2;
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//cutRsc ["RscAPSI_Protected","PLAIN"];
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} else {
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uiSleep 0.4;
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};
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 7;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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};
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if (_this == "Stage5") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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uiSleep 0.2;
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playSound "ns_evrDetect";
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uiSleep 0.2;
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cutRsc ["RscAPSI_Protected","PLAIN"];
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} else {
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uiSleep 0.4;
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};
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 5;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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};
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if (_this == "Stage6") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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uiSleep 0.2;
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playSound "ns_evrDetect";
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uiSleep 0.2;
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} else {
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uiSleep 0.4;
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};
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playSound "ns_misc4";
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playSound "ns_drone2";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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uiSleep 3;
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playSound "ns_drone1";
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"chromAberration" ppEffectAdjust [0.25,0,true];
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"chromAberration" ppEffectEnable true;
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"chromAberration" ppEffectCommit 0.5;
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uiSleep 0.2;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.1;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.25;
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"chromAberration" ppEffectEnable false;
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};
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if (_this == "Stage7") exitWith {
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if (_hasAPSI) then {
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playSound "ns_evrDetect";
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cutRsc ["RscAPSI_Start","PLAIN"];
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};
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player setVariable["startcombattimer", 1];
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playSound "ns_evrBegin";
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"dynamicBlur" ppEffectAdjust [8];
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"dynamicBlur" ppEffectEnable true;
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"dynamicBlur" ppEffectCommit 0;
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"dynamicBlur" ppEffectAdjust [0.1];
|
||||
"dynamicBlur" ppEffectCommit 0.75;
|
||||
"chromAberration" ppEffectAdjust [0.25,0,true];
|
||||
"chromAberration" ppEffectEnable true;
|
||||
"chromAberration" ppEffectCommit 0.5;
|
||||
uiSleep 0.5;
|
||||
"chromAberration" ppEffectAdjust [-0.15,0,true];
|
||||
"chromAberration" ppEffectCommit 0.35;
|
||||
uiSleep 0.5;
|
||||
"chromAberration" ppEffectAdjust [-0.05,0,true];
|
||||
"chromAberration" ppEffectCommit 0.20;
|
||||
uiSleep 0.20;
|
||||
"chromAberration" ppEffectAdjust [0,0,true];
|
||||
"chromAberration" ppEffectCommit 0.20;
|
||||
uiSleep 1;
|
||||
"chromAberration" ppEffectEnable false;
|
||||
"dynamicBlur" ppEffectAdjust [3];
|
||||
"dynamicBlur" ppEffectCommit 2.75;
|
||||
/*
|
||||
local _effect = ppEffectCreate ["colorCorrections", 1555];
|
||||
_effect ppEffectEnable true;
|
||||
_effect ppEffectAdjust [1.0, 1.0, -0.1, [1.0, 0.2, 0.2, 0.0], [1.0, 0.4, 0.0, 0.1],[1.0,0.3,0.3, 0.5]];
|
||||
_effect ppEffectCommit 2;
|
||||
*/
|
||||
|
||||
uiSleep 5;
|
||||
|
||||
// Define arrays of sound effects
|
||||
local _hit = ["ns_evrHit1","ns_evrHit2","ns_evrHit3"];
|
||||
local _wave = ["ns_evrWave1","ns_evrWave2","ns_evrWave3"];
|
||||
#define FLASH titleText["","WHITE OUT",1]; titleText["","WHITE IN",1]; uiSleep 0.25;
|
||||
|
||||
FLASH
|
||||
playSound (_hit select (round (random 2)));
|
||||
"dynamicBlur" ppEffectAdjust [3];
|
||||
"dynamicBlur" ppEffectCommit 5;
|
||||
uiSleep 1;
|
||||
|
||||
FLASH
|
||||
playSound (_hit select (round (random 2)));
|
||||
"dynamicBlur" ppEffectAdjust [2.4];
|
||||
"dynamicBlur" ppEffectCommit 6;
|
||||
uiSleep 4;
|
||||
|
||||
local _effect = ppEffectCreate ["colorCorrections", 1555];
|
||||
_effect ppEffectEnable true;
|
||||
_effect ppEffectAdjust [1.0, 1.0, -0.1, [1.0, 0.2, 0.2, 0.0], [1.0, 0.4, 0.0, 0.1],[1.0,0.3,0.3, 0.5]];
|
||||
_effect ppEffectCommit 2;
|
||||
|
||||
playSound (_wave select (round (random 2)));
|
||||
uiSleep 0.3;
|
||||
|
||||
FLASH
|
||||
playSound (_hit select (round (random 2)));
|
||||
uiSleep 1;
|
||||
|
||||
playSound (_wave select (round (random 2)));
|
||||
uiSleep 2;
|
||||
|
||||
FLASH
|
||||
playSound (_hit select (round (random 2)));
|
||||
uiSleep 1;
|
||||
|
||||
FLASH
|
||||
playSound (_wave select (round (random 2)));
|
||||
|
||||
if (!_hasAPSI) then {
|
||||
playSound "ns_evrPsy"; // This is the voices sound file
|
||||
};
|
||||
|
||||
uiSleep 4;
|
||||
FLASH
|
||||
playSound (_wave select (round (random 2)));
|
||||
|
||||
_effect ppEffectAdjust [1.0, 1.0, -0.1, [1.0, 0.1, 0.1, 0.0], [1.0, 0.1, 0.0, 0.1],[1.0,0.1,0.0, 0.5]];
|
||||
_effect ppEffectCommit 6;
|
||||
uiSleep 1;
|
||||
|
||||
playSound (_hit select (round (random 2)));
|
||||
uiSleep 3;
|
||||
|
||||
FLASH
|
||||
playSound (_wave select (round (random 2)));
|
||||
|
||||
_effect ppEffectAdjust [1.0, 1.0, -0.1, [0.0, 0.0, 0.0, 0.0], [0.0, 0.0, 0.0, 5.0],[0.4,0.0,0.0, 0.7]];
|
||||
_effect ppEffectCommit 1;
|
||||
|
||||
_hasAPSI = (player hasWeapon "ItemAPSI_DZE" && {player getVariable ["APSIState", false]}); // A player can enable the APSI last minute, so we check just before the knockout.
|
||||
|
||||
// Using this technique from fn_unconscious
|
||||
disableUserInput true; disableUserInput true;
|
||||
disableUserInput false; disableUserInput false;
|
||||
disableUserInput true; disableUserInput true;
|
||||
|
||||
if (player == vehicle player) then {
|
||||
if (_hasAPSI) then {
|
||||
player switchMove "";
|
||||
[objNull, player, rswitchMove, ""] call RE;
|
||||
} else {
|
||||
player switchMove "AcinPercMrunSnonWnonDf_agony"; // knockout animation
|
||||
[objNull, player, rSwitchMove, "AcinPercMrunSnonWnonDf_agony"] call RE;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep 0.1;
|
||||
playSound "ns_evrFullWave";
|
||||
uiSleep 0.1;
|
||||
titleText["","BLACK OUT",1];
|
||||
|
||||
if (!_hasAPSI) then {
|
||||
r_player_inpain = true;
|
||||
player setVariable["USEC_inPain",true,true];
|
||||
if (!dayz_inside) then {
|
||||
local _blood = r_player_blood - ((DZE_EVRBloodLoss select 0) max random(DZE_EVRBloodLoss select 1)); // Player is not inside a building so reduce blood.
|
||||
r_player_blood = [_blood,1000] select (_blood < 1000); // Player will have at least 1000 blood.
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep 1;
|
||||
4 fadeSound 0;
|
||||
uiSleep 10;
|
||||
6 fadeSound 1;
|
||||
titleText["","BLACK IN",10];
|
||||
ppEffectDestroy _effect;
|
||||
|
||||
if (DZE_EVRDamageItemsChance > 0) then {
|
||||
local _items = [];
|
||||
{
|
||||
local _tool = _x select 0;
|
||||
if (player hasWeapon _tool) then {
|
||||
if (random 1 <= DZE_EVRDamageItemsChance) then {
|
||||
player removeWeapon _tool;
|
||||
if !(player hasWeapon (_x select 1)) then { // prevent duplicates
|
||||
player addWeapon (_x select 1);
|
||||
};
|
||||
_items set [count _items, (getText(configFile >> "CfgWeapons" >> _tool >> "displayName"))];
|
||||
};
|
||||
};
|
||||
} count DZE_EVRDamageItems;
|
||||
|
||||
if (count _items > 0) then {
|
||||
format[localize "STR_EVR_DAMAGED_ITEMS",_items] call dayz_rollingMessages;
|
||||
};
|
||||
};
|
||||
|
||||
"dynamicBlur" ppEffectAdjust [0];
|
||||
"dynamicBlur" ppEffectCommit 16;
|
||||
|
||||
if (!_hasAPSI) then {
|
||||
if (player == vehicle player) then {
|
||||
uiSleep 10; // 10 second knockout.
|
||||
player switchMove "";
|
||||
[objNull, player, rSwitchMove, ""] call RE;
|
||||
};
|
||||
} else {
|
||||
cutRsc ["RscAPSI_End","PLAIN"];
|
||||
};
|
||||
|
||||
// Using this technique from fn_unconscious
|
||||
disableUserInput false; disableUserInput false;
|
||||
disableUserInput true; disableUserInput true;
|
||||
disableUserInput false; disableUserInput false;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
"PVDZE_EVR" addPublicVariableEventHandler {(_this select 1) spawn fnc_evr;};
|
||||
@@ -28,6 +28,7 @@ local _ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
|
||||
local _friendlies = player getVariable ["friendlies",[]];
|
||||
local _tagSetting = player getVariable ["DZE_display_name",false];
|
||||
local _radiostate = player getVariable ["radiostate",false];
|
||||
local _apsiState = player getVariable["APSIState",false];
|
||||
local _dayz_onBack = player getVariable ["dayz_onBack",""];
|
||||
local _coins = 0;
|
||||
local _bankCoins = 0;
|
||||
@@ -98,6 +99,7 @@ player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
|
||||
player setVariable ["friendlies",_friendlies,true];
|
||||
player setVariable ["DZE_display_name",_tagSetting,true];
|
||||
player setVariable ["radiostate",_radiostate];
|
||||
player setVariable ["APSIState",_apsiState];
|
||||
player setVariable ["dayz_onBack",_dayz_onBack,true];
|
||||
|
||||
if (Z_SingleCurrency) then {
|
||||
|
||||
@@ -57,6 +57,9 @@ dayz_groupSystem = false; // Enable group system
|
||||
// Bloodsuckers
|
||||
DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
|
||||
|
||||
// EVR Storms
|
||||
DZE_EVR = false; // Enable EVR storms.
|
||||
|
||||
// Bury and Butcher Bodies
|
||||
DZE_Bury_Body = false; // Enable Bury Bodies
|
||||
DZE_Butcher_Body = false; // Enable Butcher Bodies
|
||||
@@ -132,6 +135,12 @@ if (isServer) then {
|
||||
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
|
||||
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
|
||||
};
|
||||
|
||||
// EVR Storms
|
||||
if (DZE_EVR) then {
|
||||
DZE_EVRFirstTime = [15, 60]; // Random time in minutes after server restart to begin the first EVR storm [min, max].
|
||||
DZE_EVRTimer = [45, 180]; // Random time in minutes between additional EVR storms [min, max].
|
||||
};
|
||||
};
|
||||
|
||||
// Client
|
||||
@@ -520,6 +529,13 @@ if (!isDedicated) then {
|
||||
DZE_MutantHeartProtect = true; // Disables targeting and attack if the player has a mutant heart in inventory.
|
||||
DZE_MutantHumanity = 20;
|
||||
};
|
||||
|
||||
// EVR Storms
|
||||
if (DZE_EVR) then {
|
||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||
};
|
||||
|
||||
// Garage Door Opener
|
||||
DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
|
||||
|
||||
@@ -195,6 +195,8 @@ if (!isDedicated) then {
|
||||
fnc_radioState = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\radioState.sqf"; // Toggle radio on and off
|
||||
fnc_localizeMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_localizeMessage.sqf";
|
||||
fnc_remoteMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_remoteMessage.sqf";
|
||||
fnc_apsiState = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\apsiState.sqf"; // Toggle APSI on and off
|
||||
if (DZE_EVR) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\client_evr.sqf";};
|
||||
|
||||
if (DZE_Remote_Vehicle) then {
|
||||
remoteVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remoteVehicle\remoteVehicle.sqf";
|
||||
|
||||
@@ -36973,6 +36973,35 @@
|
||||
<Key ID="STR_FAL_Street_Sign">
|
||||
<English>Street Sign</English>
|
||||
</Key>
|
||||
|
||||
<!--Nightstalker EVR storms-->
|
||||
<Key ID="STR_APSI_STATE">
|
||||
<English>APSI On/Off</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_ACTIVITY">
|
||||
<English>APSI: Stronger activity of flux field has been detected..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_DETECT">
|
||||
<English>APSI: EVR sequence detected..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_PROTECT">
|
||||
<English>APSI: EM and PSI protection enabled..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_ENABLED">
|
||||
<English>APSI: Enabled...</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_DISABLED">
|
||||
<English>APSI: Disabled..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_START">
|
||||
<English>APSI: EVR sequence start..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_END">
|
||||
<English>APSI: EVR sequence end..</English>
|
||||
</Key>
|
||||
<Key ID="STR_EVR_DAMAGED_ITEMS">
|
||||
<English>%1 damaged by the EMP</English>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user