Arma 3
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Diwako's STALKER-like anomalies rework
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Data Type: Mod
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14.529 MB
20 out. 2024 às 7:15
23 de fev. às 8:08
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Diwako's STALKER-like anomalies rework

Descrição
Stalker anomalies for Arma 3

Description
A rework of my anomaly mod, which adds new features, bugfixes and tons of improvements. Started out as a small side project of mine to add anomalies found in the STALKER game series, got reworked and redone a few times, then left in the corner for a while before finishing the work on it and pushing it to the workshop.

As the name suggests, this mod adds the ability to add anomalies found in the STALKER game series. On its own the mod does nothing. But mission makers and zeuses can use this mod to add them to their missions.

This project aims to be compatible with addons CBA and ACE. It works in single and multiplayer. It tries to use as much content as vanilla offers and does not need any addons besides CBA.

Additionally, some items have been added and this mod uses the CBA settings framework.

GitHub[github.com]
Also check out the BI forums thread[forums.bistudio.com]
If you like this idea and want to contribute, just do a pull request.

Currently in
Anomalies:
- Burner
- Clicker
- Comet
- Electra
- Fog
- Fruitpunch
- Meatgrinder
- Psy Discharge
- Springboard
- Teleport
Anomaly detector
It is possible to throw bolts with a custom model
System to show anomalies only around players to save those scarce FPS
CBA Settings support
Zeus Enhanced support
Support for ACE medical and ACE interactions
Anomalies place able from the editor!

Usage for mission makers
Wiki page can be found here[github.com]
Still work in progress!


Please refrain from re-uploading this mod, you can create collections and server presets for your players instead.

License
Copyright 2024 diwako

This work (diwako_anomalies or the like) uses the license Arma Public License Share Alike (APL-ND)

https://www.bohemia.net/community/licenses/arma-public-license-nd

Copyright 2024 diwako. This item is not authorized for posting on Steam, except under the Steam account named diwako
162 comentários
diwako  [autor] 12 de mar. às 2:38 
Being thrown on the ground only happens if you are not in shelter. There is a scroll wheel action to check if you "feel safe", or an ace interaction instead if you have ace loaded. You can also always use the isInShelter function to check through the debug console
https://github.com/diwako/stalker_anomalies/wiki/Functions-and-Variables#isinshelter
Glendening 11 de mar. às 19:11 
Related to stage 4 of the blowout.
If I am indoors, I should not get thrown to the ground? Or is it just that I won't die? I ask because when testing it, I was thrown to the ground while indoors. Though I had it set to non lethal so I didn't know if it was deadly or not. Guess I can go test that now.
diwako  [autor] 10 de mar. às 0:18 
Possible, might put it onto the list. GH issues would be preferred for safe keeping.

If you need something like that earlier, there is an api for the blowout using CBA events. Detailed here:
https://github.com/diwako/stalker_anomalies/wiki/CBA-events-for-mission-makers#blowoutstage

TLDR, set the blowout to non lethal, use the event with stage 4 as given parameter, wait 10 seconds, check if they are indoors and if not, knock them out with what ever medical system you are using.
Glendening 10 de mar. às 0:07 
Reasonable. My next question is a feature request. The TTS emissions mod allows, rather than just lethal or non, a knock out option for players and AI. Would that be something possible to throw on the low priority list of enhancements?
diwako  [autor] 10 de mar. às 0:05 
In this case, yes. Tho that is a fairly simple loop logic then. Min time to wait, max time to wait, some random command in between and done.
Glendening 10 de mar. às 0:01 
Right. So I would need to write my own timer to call that script based on whatever my timing settings are?
diwako  [autor] 9 de mar. às 23:59 
There is no system for random emissions in this mod, tho there is an API to create an emission when ever you want.

https://github.com/diwako/stalker_anomalies/wiki/Blowout-Emission#scripting
Glendening 9 de mar. às 21:40 
Hey Diwako. Question related to Antistasi. Currently they use TTS Emissions for their STALKER mod set. Looking at the code on github, TTS allows a "simple" call for random emissions between x and y time in minutes. Do the emissions from this mod have a similar call?
diwako  [autor] 9 de mar. às 15:40 
Sadly same answer as before. I do not have the knowledge to port them over to arma. Artifacts also need animations, special effects and shaders.

Making a model is a start, but then the porting to arma is the next thing.If you are passionate about modeling some artifacts, sure. I just cannot promise anything really.
diwako  [autor] 9 de mar. às 5:51 
Probably.