You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
this is a simplified way which i've been seening pop up that does something different from the OG PA that uses members to make (for this script it's opponent) notes at the start of the song glitch by using "init which im assuming means initiate lua spirite, however, I don't know if this means it needs another lua with a call message or if it creates lua sprites shaders. I've seen times where they make notes by using onCreate() which counts unspawned notes then creates those notes before they're created then uses those as an advantage to better connect to the sprite, but I want it to happen to the notes themselves without creating note copies (unless if it creates parts of them consistantly ot make the glitch effect). since it doesn't work by default, i'm assuming it needs another lua script that allows it to work
setSpriteShader('opponentStrums.members[0]', 'Glitchy')
setSpriteShader('opponentStrums.members[1]', 'Glitchy')
setSpriteShader('opponentStrums.members[2]', 'Glitchy')
setSpriteShader('opponentStrums.members[3]', 'Glitchy')
-- for i=0,3 do
-- setProperty('opponentStrums.members['..i..'].useFramePixels', true)
-- end
for i=0,3 do
setShaderFloat("opponentStrums.members["..i.."]", "AMT", 0.2)
end
end__
function onUpdate()
setShaderFloat("opponentStrums.members[0]", "iTime", os.clock())
setShaderFloat("opponentStrums.members[1]", "iTime", os.clock())
setShaderFloat("opponentStrums.members[2]", "iTime", os.clock())
setShaderFloat("opponentStrums.members[3]", "iTime", os.clock())
--Speed Glitch
if speedUpGlitch0 then
setShaderFloat("opponentStrums.members[0]", "SPEED", 0.4)
else
setShaderFloat("opponentStrums.members[0]", "SPEED", 0.1)
end
if speedUpGlitch1 then
setShaderFloat("opponentStrums.members[1]", "SPEED", 0.4)
else
setShaderFloat("opponentStrums.members[1]", "SPEED", 0.1)
end
if speedUpGlitch2 then
setShaderFloat("opponentStrums.members[2]", "SPEED", 0.4)
else
setShaderFloat("opponentStrums.members[2]", "SPEED", 0.1)
end
if speedUpGlitch3 then
setShaderFloat("opponentStrums.members[3]", "SPEED", 0.4)
else
setShaderFloat("opponentStrums.members[3]", "SPEED", 0.1)
end
end
function opponentNoteHit(id,data,type,sus)
if type == 'GF Sing But Not Visible Note' then
else
if data ==0 then
speedUpGlitch0 = true
runTimer('outSpeed0',0.15)
end
if data ==1 then
speedUpGlitch1 = true
runTimer('outSpeed1',0.15)
end
if data ==2 then
speedUpGlitch2 = true
runTimer('outSpeed2',0.15)
end
if data ==3 then
speedUpGlitch3 = true
runTimer('outSpeed3',0.15)
end
end
end
function onTimerCompleted(tag)
if tag== 'outSpeed0' then
speedUpGlitch0 = false
end
if tag== 'outSpeed1' then
speedUpGlitch1 = false
end
if tag== 'outSpeed2' then
speedUpGlitch2 = false
end
if tag== 'outSpeed3' then
speedUpGlitch3 = false
end
end
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
this is a simplified way which i've been seening pop up that does something different from the OG PA that uses members to make (for this script it's opponent) notes at the start of the song glitch by using "init which im assuming means initiate lua spirite, however, I don't know if this means it needs another lua with a call message or if it creates lua sprites shaders. I've seen times where they make notes by using onCreate() which counts unspawned notes then creates those notes before they're created then uses those as an advantage to better connect to the sprite, but I want it to happen to the notes themselves without creating note copies (unless if it creates parts of them consistantly ot make the glitch effect). since it doesn't work by default, i'm assuming it needs another lua script that allows it to work
--scripts by NTH208
**_speedUpGlitch0 = false
speedUpGlitch1 = false
speedUpGlitch2 = false
speedUpGlitch3 = false
**_function onCreate()
initLuaShader("Glitchy")
setSpriteShader('opponentStrums.members[0]', 'Glitchy')
setSpriteShader('opponentStrums.members[1]', 'Glitchy')
setSpriteShader('opponentStrums.members[2]', 'Glitchy')
setSpriteShader('opponentStrums.members[3]', 'Glitchy')
-- for i=0,3 do
-- setProperty('opponentStrums.members['..i..'].useFramePixels', true)
-- end
for i=0,3 do
setShaderFloat("opponentStrums.members["..i.."]", "AMT", 0.2)
end
end__
Beta Was this translation helpful? Give feedback.
All reactions