Remove unused effect 'Peds Raining Cats And Dogs' and update player invincibility logic; add new effects: 'Teleport Everything Away' and 'Back To Black' with respective functionalities.
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56
Screen/ScreenBackToBlack.lua
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56
Screen/ScreenBackToBlack.lua
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-- Short coherent template for a Chaos Mod effect.
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-- Edit the fields below to describe the effect and adjust timing/weighting.
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-- Full reference: https://github.com/gta-chaos-mod/ChaosModV/wiki/Lua-Scripting
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EffectInfo = { -- ScriptInfo for mod version < 2.0
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Name = "Back To Black", -- Display name of the effect
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EffectId = "screen_backtoblack", -- ScriptId for mod version < 2.0, must be unique
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Description = "A short one-line description of what this effect does.",
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TimedType = "Custom", -- None, Normal, Short, Permanent, or "Custom"
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CustomTime = 340, -- (seconds) only if TimedType = "Custom"
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WeightMultiplier = 1, -- Relative probability of being chosen
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HideRealNameOnStart = false, -- true to hide the effect's real name when it starts
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EffectCategory = "Shader", -- Optional category
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EffectGroup = "_group_shader", -- Optional grouping (leave empty if unused)
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IncompatibleIds = {
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"screen_blindness",
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}
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}
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-- Called once when the effect starts
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function OnStart()
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print("[effect_template] OnStart: " .. ((EffectInfo and EffectInfo.Name) or "unknown"))
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-- Initialize effect state here (e.g. set timers, spawn helpers)
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end
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-- Called once when the effect stops/ends
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function OnStop()
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print("[effect_template] OnStop: " .. ((EffectInfo and EffectInfo.Name) or "unknown"))
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-- Cleanup state here (e.g. remove entities, clear timers)
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end
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-- Called every game tick while the effect is active
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darkness_value = 0.0
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function OnTick()
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playerPed = PLAYER_PED_ID()
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if not DOES_ENTITY_EXIST(playerPed) or IS_PLAYER_SWITCH_IN_PROGRESS() or IS_PED_DEAD_OR_DYING(playerPed,0) then return end
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DRAW_RECT(0.5, 0.5, 1.0, 1.0, 0, 0, 0, darkness_value)
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darkness_value = darkness_value + 1
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if darkness_value > 255.0 then
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darkness_value = 255.0
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end
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WAIT(750)
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end
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-- Add custom helper functions below.
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function random_choice(p1)
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if type(p1) ~= "table" or #p1 == 0 then
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return nil
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end
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local choice = p1[math.random(#p1)]
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return choice
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end
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