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Author Topic: Shell Shock  (Read 805 times)

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Uberminch

  • Guest
Shell Shock
« on: 11 Feb 2003, 17:07:40 »
I was thinking about a script for shell shock.

1. is this possible?
2. Perhaps it could be activate by a nearby explosion, but far enough away not to injure.

Maybe fade the sound and play an empty-hollow ocean noise for ten seconds or so?

Freeze the player temprarily? Is THAT possible.

If so that would be cool. Think about it. ;)

Fishion

  • Guest
Re:Shell Shock
« Reply #1 on: 11 Feb 2003, 18:18:52 »
Ahhh, can you be a bit more specific about what you mean by a Shell Shock? Because I have no idea what you mean

-Fishion

Uberminch

  • Guest
Re:Shell Shock
« Reply #2 on: 11 Feb 2003, 22:25:56 »
Ah, um, yes, slight detail I overlooked there.

Being knocked into a temporary (or long-term!) daze by getting caught in a blast wave of some sort.

Pandoz

  • Guest
Re:Shell Shock
« Reply #3 on: 12 Feb 2003, 04:57:43 »
yes good example...when flashbangs used by SWAT or other special police forces go off they create loud explosions and flashes. This reaction puts the victim in a kind of 'stupor' in which they cannot see well and cannot function normally for a short while until the effects wear off.

Another good example is grenades or other explosives in Band Of Brothers and other war movies where u see them go off and then the person stands there kinda like temporary war stress blindness syndrome.

Im 99% sure this is exactly what he is talking about but from things such as tanks firing shells when you are near the barrel, or bombs in close proximity, or any other deafening loud sound or even intense light.

O Neil

  • Guest
Re:Shell Shock
« Reply #4 on: 12 Feb 2003, 07:41:05 »
.....yea, well if your like me (15 but into the military a bit) and you PLAY opflash, you'd know what he ment straigh away. (No offense)

I made a topic about this before, but this one is much better ;)
I'm very sure it is possible, because of the way you descriped it.

I saw somewhere a shaking script, and you can deafen the sound down, and your idea of the sound is very good. All you'd have to do is give all of that to an advanced script's person, and he could do something like a

~loop or something.

O Neil

PS: If you want sounds, I've got a mic......... ;)

Uberminch

  • Guest
Re:Shell Shock
« Reply #5 on: 12 Feb 2003, 16:02:02 »
All you'd have to do is give all of that to an advanced script's person, and he could do something like a

~loop or something.





If any advanced scriptors PAYED ANY ATTENTION.

Fishion

  • Guest
Re:Shell Shock
« Reply #6 on: 12 Feb 2003, 17:47:10 »
Okay let's talk about what we CAN do:

1) deafening the sounds. Actually OFP does it for us, be you could use fadesound command
(ever launched a barrage from a low flying Heli (maybe 30 m), right in front of you? Sounds almost gone, and takes a while to come back

2) visual effects. Possible, for a cheap version you could use something like  the White Out

3) Detecting that an explosion actually occured close enough (and for a Flashbang, so that you actually saw it...I might also add that a flashbang doesn't make is so you don't see anything as in Rainbow Six, and CS):
Now that the actually hard part, and IMO not really possible at the moment, unless you are able to attach an eventhandler to the Shells, which isn't easy, but theoretically possible.

4) Confronting the fact with reality, we already have the sound fading build into flashpoint, and in reality you don't get the funky visual effects.
Maybe Interesting would be flying debries...
but the bottom line is, you don't really need such a script

-Fishion

Uberminch

  • Guest
Re:Shell Shock
« Reply #7 on: 12 Feb 2003, 18:20:35 »
Ah well. If anyone wants to try, they can try I guess. :-\

rat

  • Guest
Re:Shell Shock
« Reply #8 on: 13 Feb 2003, 23:05:49 »
how about adapting the feign death script....no visual effects but it makes the player fall down as if they were dead but without taking dammage.....

as for detecting the weapon concerned....shell?  grenade...... change the config of an existing...grenade and modify the config?.......maybe somthing like the delta flashbang...

hope this info is of use ;D
« Last Edit: 13 Feb 2003, 23:09:58 by rat »

O Neil

  • Guest
Re:Shell Shock
« Reply #9 on: 14 Feb 2003, 04:56:37 »
"....no visual effects but it makes the player fall down as if they were dead but without taking dammage....."


unit switchmove "CombatRunBDying"

Will make him fall down


unit switchmove "LyingToCombatRun"

Will make him get up (But fast)

O neil ;)

PS:
http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=6357
« Last Edit: 14 Feb 2003, 05:08:22 by O Neil »

Offline General Barron

  • Former Staff
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  • Semper Fi!
Re:Shell Shock
« Reply #10 on: 16 Feb 2003, 12:09:09 »
I'm pretty sure you could do most of this pretty well.

First of all, covering the sound has already been mentioned.

Next, making the player lose control for a second. Also easily accomplished via the "enableuserinput FALSE" command. It would be even better to turn user input on and off repeatedly. A second on, a second off, etc. Maybe random times.

Now, as for a flashbang effect, fishion almost there. I would definately use white out, and maybe blackout. You could fade out, then fade in, then fade out, etc. You could use random fade times to spice it up.

To detect whether the player was facing the flashbang, all you would need to do is find out what direction the unit is facing using the getdir command. If the player is facing the direction of the shell, you play the blinding effect. You could make a simple formula that makes the effect gradually less bad, depending on how far off he is facing from the shell.
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