Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695
I am having an issue with the AnomalyDetector. When I join a dedicated server running this mod, I am unable to activate the detector in the context (scroll wheel) menu or by double clicking in my inventory. However, if I exit the dedicated server and go into the editor, the detector works as intended.
The CBA settings for the server are correct, I have looked, and I am the only player that is having this issue. The other players are able to interact with their detectors as intended.
Any help is appreciated.
But since recently whenever i use this for the Unit i am in. It causes FPS issues after like an hour with more than 2-3 people untill the fps basically runs on 1 fps for everyone making the OP completly unplayable. THey cna relog and it will be solved for 20-30 mins before they run back on 1 fps.
Do you maybe know why?
e.g. "modulevariblename setPos [0,0,0];"
Well. @diwako mate would it be possible to change that and make anomalies spawn on the exact position of the module. At least the anomalies the "single anomaly" modules spawn. And let the "field" module spawn them on ground level.
As an aside from that, I'd love some CBA settings to adjust how long the anomalies are deactivated for when triggered as I have some areas I'd like to turn into mini time-puzzles, but I realize that may be a pain in the rear to implement and you might just not want to, which is fair enough.
Best wishes to yourself and the mod.
I love spreading Springboards on the roads and its so easy to use... Thanks mate
Figured out the issue with fog module, I messed up something with other script and its radius was changed to 1x1. Still don't get it why the same amount of particles in one place drops the performance so much and when slightly dispersed - everything is normal.
Also do you still maintain the script version of your work? Test mission on your github throws some errors and requires ACE by default.
Any suggestion?
Found the field and was able to add the masks I was using :)
Is there a way to set certain items like gasmasks or cbrn suits to allow players to enter the Fog anomaly without taking damage? (like in an init line somewhere)
If not, bummer, but all good.
Making a Stalker mission atm and your mod is amazing, ty :)
Assets -> Systems (3 boxes) -> modules (hexagon with a gear in it)
in zeus only if you have Achilles or Zeus Enhanced loaded and the game master module set to allow all addons
you are allowed to make your own verison of this, but you are ont allowed to publish it on steam basically.
thew mod is also on github and you can get your changes added to the main mod as well that way,