Arma 3
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TTS Emission (Blowout)
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
5.665 MB
Jul 19, 2021 @ 10:38pm
Dec 30, 2024 @ 5:52pm
18 Change Notes ( view )

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TTS Emission (Blowout)

In 1 collection by TheTimidShade
TTS Effects
5 items
Description
Overview:
This is an emission script I made for a STALKER themed mission. In STALKER, an emission is a devastating release of excess noosphere energy from the centre of the Chernobyl Exclusion Zone, which will kill/zombify anything not sheltered from it when it passes over. This script will allow you to recreate this event in Arma 3, by having an emission sweep over the map in the direction of your choice. Map and equipment in the preview screenshots are from the ArmSTALKER mod.

This is the mod version, a script version[github.com] is also available if you want to reduce dependencies or hide it from your players in your mission file.

If you'd like to test the script for yourself, you can try out the demo mission.

Features:
  • Configurable settings so you can use the script how you like
  • Emissions can be triggered on demand via script or Zeus
  • AI can be affected by the emission
  • Zombies from Ryan's Zombies and Ravage are immune to the emission
  • Designed for multiplayer and tested on dedicated server
  • Compatible with ACE
  • Useable from Zeus via Zeus Enhanced
  • Editor modules to simplify usage (Mod version only!)

ZEN Modules:
  • Change Settings
  • Start Emission
  • Start Random Emissions

Editor Modules:
  • Emission Settings
  • Start Emission
  • Start Random Emissions

The script and how to use it is described in more detail on the GitHub page.

For help with troubleshooting, questions or feedback, join my Discord[discord.gg]



To shelter yourself from the emission, you must have a structure or vehicle considered to be shelter above your head within 30m. By default, objects considered shelter are anything that inherits from the classes 'Building', 'Car', 'Tank', 'Air' or 'Ship'. These classes can be adjusted in the settings if desired.



Notes:
Be careful if using lethal emissions for AI, killing large amounts of AI at once can be incredibly heavy on performance.



License:
This mod is licensed under Arma Public License Share Alike (APL-SA)[www.bohemia.net]
You may not re-upload my mod in a 'mod pack' or 'aux mod', use Steam collections or launcher presets instead. If you are using the script version, you may freely use the script in your missions, private or uploaded to the Steam Workshop without my permission but if you put it on the workshop I would appreciate it if you credited me :)



Supported Languages:
  • English
  • Korean (Translation by Taru)
If you'd like to translate the mod into a different language, contact me via my Discord or create a pull request on GitHub.

Credits:
  • Players of the Task Force Dingo[taskforcedingo.com] community who helped bulk test the script during a weekly mission night.



Copyright 2021 TheTimidShade. This item is not authorised for posting on Steam, except under the Steam account named 'TheTimidShade'.
123 Comments
TheTimidShade  [author] Mar 1 @ 3:29pm 
@Nyxborne It depends on the map size, bigger maps you would need faster speed and smaller maps slower speed
AI seeking shelter could probably be added but there are two main reasons I didn't do this:
- I'm not very good at getting AI to do what I want
- It might break lots of other scripted behaviour or make AI do unintended things and I don't want to have to deal with fixing that
Nyxborne Mar 1 @ 2:02pm 
Also, you below that there is no behavior that makes AI seek cover from the Emission. Is there a way that can be added? It's kind of unrealistic that friendly and enemy AI just stand around.
Nyxborne Mar 1 @ 1:24pm 
How fast should I make the Emission Speed if I want it to hit 1 minute after the alarms sound?
TheTimidShade  [author] Feb 10 @ 12:40am 
@RectalAssassin There is no behaviour in this mod that makes AI seek cover
RectalAssassin Feb 9 @ 5:51pm 
when i played this mod in antistasi like 8 months ago, the AI used to run for cover during emissions, but now they do not. is there a setting to change or is it something antistasi side?
Pol Nov 23, 2024 @ 4:21pm 
Will the AI ever try to flee from the emission? Playing Antistasi and I don't wanna have to move them back and forth.
Cade1op Nov 11, 2024 @ 12:19pm 
thats fine, completely understandable lol
TheTimidShade  [author] Nov 11, 2024 @ 12:30am 
@Cade1op I'm not sure how to do that sorry
Cade1op Nov 10, 2024 @ 8:08pm 
hey would it be possible to make this cause radios from TFAR, to cut out and go static-y? if not, cheers, i understand!
UselessFodder Oct 21, 2024 @ 7:13am 
Thanks for this awesome mod. Just added support for it in my Dynamic Horror Op mission generator. The blowouts are perfect to scare the s**t out of players trying to dodge zombies and other unholy creatures https://steamcommunity.com/sharedfiles/filedetails/?id=3064136265