fn_postProcessEffects.sqf 920 B

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  1. /*
  2. Author: TheTimidShade
  3. Description:
  4. Handles post processing effects for beam impact.
  5. Parameters:
  6. 0: OBJECT - Beam target object, used to determine if player is close enough to need ppeffects
  7. Returns:
  8. NONE
  9. */
  10. params ["_target"];
  11. if (!hasInterface) exitWith {}; // dedicated server & HC do not need to run post process effects
  12. if (player distance _target > 1000) exitWith {}; // don't play ppeffects if player is far away
  13. // blur
  14. [] spawn {
  15. cutText ["", "WHITE OUT", 1];
  16. titleCut ["", "WHITE IN", 1];
  17. "dynamicBlur" ppEffectEnable true;
  18. "dynamicBlur" ppEffectAdjust [8];
  19. "dynamicBlur" ppEffectCommit 0;
  20. "dynamicBlur" ppEffectAdjust [0.0];
  21. "dynamicBlur" ppEffectCommit 1.5;
  22. sleep 1.5;
  23. "dynamicBlur" ppEffectEnable false;
  24. };
  25. // shake
  26. [] spawn {
  27. addCamShake [55, 5, 21];
  28. enableCamShake false;
  29. sleep 1;
  30. enableCamShake true;
  31. addCamShake [15, 5, 21];
  32. enableCamShake false;
  33. };