/* * Author: KoffeinFlummi, commy2 * * Creates ear ringing effect with set strength. * * Arguments: * 0: strength of ear ringing (Number between 0 and 1) * * Return Value: * none */ #include "script_component.hpp" private ["_unit", "_strength"]; _unit = _this select 0; _strength = _this select 1; if (_unit getVariable ["ACE_hasEarPlugsin", false]) then { _strength = _strength / 4; }; GVAR(newStrength) = GVAR(newStrength) max _strength; if (missionNamespace getVariable [QGVAR(isEarRingingPlaying), false]) exitWith {}; if (_strength > 0.75) exitWith { playSound "ACE_EarRinging_Heavy"; GVAR(isEarRingingPlaying) = true; 0 spawn { sleep 7; GVAR(isEarRingingPlaying) = false; }; }; if (_strength > 0.5) exitWith { playSound "ACE_EarRinging_Medium"; GVAR(isEarRingingPlaying) = true; 0 spawn { sleep 5; GVAR(isEarRingingPlaying) = false; }; }; if (_strength > 0.2) exitWith { playSound "ACE_EarRinging_Weak"; GVAR(isEarRingingPlaying) = true; 0 spawn { sleep 3; GVAR(isEarRingingPlaying) = false; }; };