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Author Topic: Drunkeness/ Dizzyness  (Read 845 times)

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Gooner861

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Drunkeness/ Dizzyness
« on: 02 Oct 2004, 20:27:34 »
I suppose this is possible, but not sure. It would be cool to say like have a cutscene with u having a few beers or woteva, than ur camp gets attacked and u have to try and fight whilst drunk!!! Wud be pretty funny and look cool ;D . Just have to make the screen very shaky and unfocused.


Gooner

madmodder2k4

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Re:Drunkeness/ Dizzyness
« Reply #1 on: 02 Oct 2004, 21:15:42 »
this can be done,but it might not be as you will desire,firstly place down a unit,it works better on the player and in the INIT field type

Quote
this setdammage -50

and the players will be out of control and it becomes difficult to aim your weapon and so on.I hope this helps!  :)

DBR_ONIX

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Re:Drunkeness/ Dizzyness
« Reply #2 on: 03 Oct 2004, 18:35:57 »
The higher the number (I.e -50 to -10) the aim will wander a lot less
I suggest something about -2, it makes it really hard to aim, but not impossible
The bluriness could be done with a picture that is overlayed on the screen (Rsccut or something)
Or use
setviewdistance 5
I suppose
Oh, you could change the bluriness title every 0.1 of s second to animate it ;)
- Ben

Offline General Barron

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Re:Drunkeness/ Dizzyness
« Reply #3 on: 04 Oct 2004, 02:12:16 »
Quote
setviewdistance 5
That won't work, because viewdistance can only be changed from 500 to 5000. But by using the setfog command, you can make the view even shorter.

One time I made a cutscene where a guy was drunk, and I used an animation called "fxstandbug" or something. I guess it is supposed to look like the guy is freaking out, but it worked pretty well for a drunk guy. Using switchmove on the player periodically with that anim might be good too. Also having him fall down (dead animations) would be a kicker.
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Offline dmakatra

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Re:Drunkeness/ Dizzyness
« Reply #4 on: 04 Oct 2004, 16:19:37 »
Personally I've never been drunk but a randomized setacctime (not very high, like from 0.8 to 1.2 or summin) should give some some effect combined with your other ideas.

:beat: *Gets Shot* :beat:

DBR_ONIX

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Re:Drunkeness/ Dizzyness
« Reply #5 on: 05 Oct 2004, 13:32:08 »
Neither have I.. But I'm pretty sure your vision doesn't go foggy/blurry.. :P
Anyway
0 setovercast 0.1; 0 setfog 1
I think
If that doesn't worok, increase the overcast bit till it does (It has to be over cast before the fog works)

I'll have a go in PSP7 and try and get the semi-trans blurry thing, but no promisses  :P
- Ben

Offline Pathy

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Re:Drunkeness/ Dizzyness
« Reply #6 on: 06 Oct 2004, 01:25:33 »
Vision goes blurry onix....and you get beer goggles... ;D

Its something like wearing keg's DXDLL NVGs, only not with the green NVG tint.....maybe you can make a DrunkXDLL  ;)

DBR_ONIX

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Re:Drunkeness/ Dizzyness
« Reply #7 on: 06 Oct 2004, 20:23:55 »
Yeah, drunkdll..
Possible.. Contact whatshisname ;)
Get the motion blur all the time..
;)
- Ben

Dubieman

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Re:Drunkeness/ Dizzyness
« Reply #8 on: 06 Oct 2004, 20:49:33 »
Those freshman DARE classes finally come in handy out of high school.....

You definatly get "dizzy" as in can't focus nor walk a straight line (drunk goggles), can't aim properly (them warnings said do not mix narcotics and alcohol with firearms ;D....,), and for the settimeacc your brain reacts slower than normal while drunk so I'm thinking set acctime to 1.2+ at least. Brain=slow :o  world=fast ;)

That's my two cents. :P

Offline XCess

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Re:Drunkeness/ Dizzyness
« Reply #9 on: 11 Oct 2004, 21:00:43 »
ahh someone who will appreciate my idea. check the motion blur thread.

DBR_ONIX

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Re:Drunkeness/ Dizzyness
« Reply #10 on: 26 Oct 2004, 22:52:59 »
What about the reverse of this, drugs! :P (Like speed or what ever it is)
That makes you jumpy etc ::)
- Ben