Arma 3
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SCP-173 [WORKING AI UNIT]
   
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Data Type: Mod
Mod Type: Character, Sound
File Size
Posted
Updated
28.120 KB
Jun 7, 2019 @ 11:56am
Jun 27, 2019 @ 5:28am
2 Change Notes ( view )

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SCP-173 [WORKING AI UNIT]

Description
This is a working, scripted, animate and extremely hostile SCP-173. And it works in singleplayer, multiplayer, and with other AI

What Can It Do?:
“The object cannot move while within a direct line of sight.” This includes all players and AI units.

SCP-173 comes in two different units, noblink and blink. Yes, there is a blink function attached to SCP-173 that waits a random amount of time between 4 to 8 seconds before blinking, so be careful when approaching SCP-173. That being said, if you bring a buddy, you drastically reduce the chance that you will be killed, but there is always a chance. It only affects players in its target range, which is default to 500m. If you have both a blink and a noblink 173, players will still blink, but will stop blinking when blink 182, i mean blink SCP-173 is killed or deleted. Blinking will affect all SCP-173s, regardless if they are noblink or blink.

SCP-173 will only target units in a 500m radius and will remain dormant if there is no targets. It will target anything that is not another 173, even if it is on the same side. If it gets to close, it will “attack by snapping the neck at the base of the skull”, killing its target immediately.

Though players can control 173 and it will still work, it is a little buggy and I would not recommend it.

Where to find:
SCP-173 is listed under SCPs under almost every side in both editor and zeus.

How Can I Contain It:
Currently there is no ‘proper’ containment for the unit. However, you can lock it in a room and it will stay still.
You can also kill SCP-173 by means of placed explosives. Small arms are too weak against it.

Known Bugs:
-SCP-173 appears invisible in zeus as well as when nobody is looking at it. This is done intentionally as the AI seems bugged when the model is not hidden. Temp fix: make sure to add SCP-173 to editable objects before zeusing a mission.
-Missiles (Rockets/Shells) currently don’t affect SCP-173. This is an issue that the model creator has to fix, but I’m working on a work around.
-Possible performance issues. (MUH FRAMES)
-People with a different FOV can also see that SCP-173 is invisible. There is not much I can do about this as FOV sliders aren’t native to Arma.
-While controlling/playing as SCP-173, ace fatigue prevents player from moving as fast as SCP-173 as an AI. The only way around this rn is to disable ace fatigue if you have to use ace. This problem doesn't exist when SCP-173 is controlled by AI.

If you find anymore bugs or issues please report them in the BUGS!! discussion section. Make sure that said bug has not already been identified before posting.

Planned Additions:


Additions to blinking mechanic
Fleshed out Containment procedure
[REDACTED]

Credits:
AliasCartoons -- wrote the conditional for whether a unit is in the view of another unit
the idea[www.scp-wiki.net]
The various members of the Arma 3 scripting community -- help with some bugs (but not always)
SPC.Knights.Z -- multiplayer testing

Additional Stuff:
When you download this mod, you consent to the following:
I will not redistribute and/or claim this mod as my own
I will not use this mod for commercial servers/purposes before getting permission by the author VinoEtCaseus/CPL.Dunn.W.
Apart from that, you can do anything with the scripts or contents in the mod files.

If you are doing a large scale OP with this mod, please invite me; I would love to attend and get some feedback. You can reach me through this discord: https://discord.gg/5qeztqF
Popular Discussions View All (1)
11
Apr 17, 2020 @ 6:16pm
BUGGS
DunnWithYou
51 Comments
Valtzuae Dec 7, 2023 @ 7:28am 
any1 got tips on how to make blinks faster and scp 173 way faster?
DragonBlade94 Nov 8, 2023 @ 10:32am 
Any way we can get this fixed for MP?
MasonM Jun 10, 2023 @ 2:20pm 
yo we need a -096 mod
Flameblast Apr 6, 2023 @ 12:03pm 
Sorry to bother my man but is there any way to deactivate the blink function?
DragonBlade94 Aug 7, 2022 @ 2:35pm 
Not working still. :(
Azael-San Nov 18, 2021 @ 12:36pm 
I can recontain?
spidvej Feb 19, 2021 @ 9:47am 
does ai troops in arma 3 see scp-173 and starts firing aginst it?
Hendrik Silverhaven Nov 25, 2020 @ 3:54am 
So I used Peanut in a Zeus OP. It worked phenomenally in testing for just me ,but as soon as I used it with other players around, It wouldnt move at all (as soon as it got into the 500m zone). Nobody was looking at it, it turned invisible just fine, but it just wouldnt move.
I even tried (with both the blinking and non blinking version) to let it run into the zone, but it stopped dead in its tracks at the 500m mark.
Also, most players didnt start blinking.
bnor Aug 3, 2020 @ 10:31am 
@Scot did you make the video? if so can you send me the link?
Sсoт Jul 12, 2020 @ 1:34pm 
I'm making a SCP video with this and the SCP Factions mod