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flyby7

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Feb 17th, 2018
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  1. 0 = ["WetDistortion", 805, [7, 10, 7, 10, 5, 7, 1.85, 5, 8, 0.05, 0.9, 1, 1, 1, 1]] spawn
  2. {
  3. params ["_name", "_priority", "_effect", "_handle"];
  4. while {
  5. _handle = ppEffectCreate [_name, _priority];
  6. _handle < 0
  7. } do {
  8. _priority = _priority + 1;
  9. };
  10. _handle ppEffectEnable true;
  11. _handle ppEffectAdjust _effect;
  12. _handle ppEffectCommit 5;
  13. waitUntil {ppEffectCommitted _handle};
  14. uiSleep 35;
  15. comment "Acid";
  16. _handle ppEffectEnable false;
  17. ppEffectDestroy _handle;
  18. };
  19. 0 = ["ChromAberration", 2500, [0.2, 0.2, true]] spawn {
  20. params ["_name", "_priority", "_effect", "_handle"];
  21. while {
  22. _handle = ppEffectCreate [_name, _priority];
  23. _handle < 0
  24. } do {
  25. _priority = _priority + 1;
  26. };
  27. _handle ppEffectEnable true;
  28. _handle ppEffectAdjust _effect;
  29. _handle ppEffectCommit 5;
  30. waitUntil {ppEffectCommitted _handle};
  31. uiSleep 35;
  32. comment "Acid2";
  33. _handle ppEffectEnable false;
  34. ppEffectDestroy _handle;
  35. };
  36. [] spawn {
  37. _startEffect = ["ChromAberration", 200, [0.05, 0.05, true]] spawn {
  38. params ["_name", "_priority", "_effect", "_handle"];
  39. while {
  40. _handle = ppEffectCreate [_name, _priority];
  41. _handle < 0
  42. } do {
  43. _priority = _priority + 1;
  44. };
  45. _handle ppEffectEnable true;
  46. _handle ppEffectAdjust _effect;
  47. _handle ppEffectCommit 1;
  48. };
  49. sleep 20;
  50. _stopEffect = ["ChromAberration", 200, [0, 0, true]] spawn {
  51. params ["_name", "_priority", "_effect", "_handle"];
  52. while {
  53. _handle = ppEffectCreate [_name, _priority];
  54. _handle < 0
  55. } do {
  56. _priority = _priority + 1;
  57. };
  58. _handle ppEffectEnable true;
  59. _handle ppEffectAdjust _effect;
  60. _handle ppEffectCommit 1;
  61. waitUntil {ppEffectCommitted _handle};
  62. _handle ppEffectEnable false;
  63. ppEffectDestroy _handle;
  64. };
  65. };
  66. _pos = getPosATL player; _pos set [2, 700]; player setPosATL _pos; player spawn bis_fnc_halo;
  67. {
  68. _fire = "test_EmptyObjectForFireBig" createVehicle position _x;
  69. _fire attachTo [_x, [0, 0, 1] ];
  70. } forEach allPlayers;
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