mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
465 lines
14 KiB
Plaintext
465 lines
14 KiB
Plaintext
/*
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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];
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"dynamicBlur" ppEffectCommit 0.75;
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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 0.5;
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"chromAberration" ppEffectAdjust [-0.15,0,true];
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"chromAberration" ppEffectCommit 0.35;
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uiSleep 0.5;
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"chromAberration" ppEffectAdjust [-0.05,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 0.20;
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"chromAberration" ppEffectAdjust [0,0,true];
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"chromAberration" ppEffectCommit 0.20;
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uiSleep 1;
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"chromAberration" ppEffectEnable false;
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"dynamicBlur" ppEffectAdjust [3];
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"dynamicBlur" ppEffectCommit 2.75;
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/*
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local _effect = ppEffectCreate ["colorCorrections", 1555];
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_effect ppEffectEnable true;
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_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]];
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_effect ppEffectCommit 2;
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*/
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uiSleep 5;
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// Define arrays of sound effects
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local _hit = ["ns_evrHit1","ns_evrHit2","ns_evrHit3"];
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local _wave = ["ns_evrWave1","ns_evrWave2","ns_evrWave3"];
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#define FLASH titleText["","WHITE OUT",1]; titleText["","WHITE IN",1]; uiSleep 0.25;
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FLASH
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playSound (_hit select (round (random 2)));
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"dynamicBlur" ppEffectAdjust [3];
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"dynamicBlur" ppEffectCommit 5;
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uiSleep 1;
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FLASH
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playSound (_hit select (round (random 2)));
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"dynamicBlur" ppEffectAdjust [2.4];
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"dynamicBlur" ppEffectCommit 6;
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uiSleep 4;
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local _effect = ppEffectCreate ["colorCorrections", 1555];
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_effect ppEffectEnable true;
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_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]];
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_effect ppEffectCommit 2;
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playSound (_wave select (round (random 2)));
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uiSleep 0.3;
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FLASH
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playSound (_hit select (round (random 2)));
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uiSleep 1;
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playSound (_wave select (round (random 2)));
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uiSleep 2;
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FLASH
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playSound (_hit select (round (random 2)));
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uiSleep 1;
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FLASH
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playSound (_wave select (round (random 2)));
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if (!_hasAPSI) then {
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playSound "ns_evrPsy"; // This is the voices sound file
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};
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uiSleep 4;
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FLASH
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playSound (_wave select (round (random 2)));
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_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]];
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_effect ppEffectCommit 6;
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uiSleep 1;
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playSound (_hit select (round (random 2)));
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uiSleep 3;
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FLASH
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playSound (_wave select (round (random 2)));
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_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]];
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_effect ppEffectCommit 1;
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_hasAPSI = (player hasWeapon "ItemAPSI_DZE" && {player getVariable ["APSIState", false]}); // A player can enable the APSI last minute, so we check just before the knockout.
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// Using this technique from fn_unconscious
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disableUserInput true; disableUserInput true;
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disableUserInput false; disableUserInput false;
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disableUserInput true; disableUserInput true;
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if (player == vehicle player) then {
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if (_hasAPSI) then {
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player switchMove "";
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[objNull, player, rswitchMove, ""] call RE;
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} else {
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player switchMove "AcinPercMrunSnonWnonDf_agony"; // knockout animation
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[objNull, player, rSwitchMove, "AcinPercMrunSnonWnonDf_agony"] call RE;
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};
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};
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uiSleep 0.1;
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playSound "ns_evrFullWave";
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uiSleep 0.1;
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titleText["","BLACK OUT",1];
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if (!_hasAPSI) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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if (!dayz_inside) then {
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local _blood = r_player_blood - ((DZE_EVRBloodLoss select 0) max random(DZE_EVRBloodLoss select 1)); // Player is not inside a building so reduce blood.
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r_player_blood = [_blood,1000] select (_blood < 1000); // Player will have at least 1000 blood.
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};
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};
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uiSleep 1;
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4 fadeSound 0;
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uiSleep 10;
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6 fadeSound 1;
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titleText["","BLACK IN",10];
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ppEffectDestroy _effect;
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if (DZE_EVRDamageItemsChance > 0) then {
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local _items = [];
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{
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local _tool = _x select 0;
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if (player hasWeapon _tool) then {
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if (random 1 <= DZE_EVRDamageItemsChance) then {
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player removeWeapon _tool;
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(_x select 1) call player_addDuplicateTool;
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_items set [count _items, (getText(configFile >> "CfgWeapons" >> _tool >> "displayName"))];
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};
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};
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} count DZE_EVRDamageItems;
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if (count _items > 0) then {
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format[localize "STR_EVR_DAMAGED_ITEMS",_items] call dayz_rollingMessages;
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};
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};
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"dynamicBlur" ppEffectAdjust [0];
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"dynamicBlur" ppEffectCommit 16;
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if (!_hasAPSI) then {
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if (player == vehicle player) then {
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uiSleep 10; // 10 second knockout.
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[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
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player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed";
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PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"];
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publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients
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player playMoveNow "AmovPpneMstpSnonWnonDnon_healed";
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if ({getNumber (configFile >> "CfgWeapons" >> _x >> "type") in [1,2]} count (weapons player) > 0) then {
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//Prevent firing while weapon is still shown on back or holstered. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be 1)
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waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])};
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};
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};
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} else {
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cutRsc ["RscAPSI_End","PLAIN"];
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};
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// Using this technique from fn_unconscious
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disableUserInput false; disableUserInput false;
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disableUserInput true; disableUserInput true;
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disableUserInput false; disableUserInput false;
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};
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};
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};
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"PVDZE_EVR" addPublicVariableEventHandler {(_this select 1) spawn fnc_evr;}; |