Arma 3
ArmSTALKER ONLINE
Ricktorical Apr 10, 2017 @ 4:42pm
Singleplayer Editing?
I have been playing with it for the past few days and I cannot for the life of me get the medical working. armSTALKER uses its own version of the ACE medical, however if there is a special way of getting it to work, they have not shared that information. The self interaction and interact other do not work at all.

They are doing a contest for best singleplayer story driven mission using armSTALKER, however most of the features that make it a STALKER mission do not simply work. I have scoured all over their website and Google trying to find instructions on many features. I have only figured out how to make mutants spawn...

Bolts work on their own, just throw them like a grenade and it keeps giving you one back. Weapons and gear have no issues, aside from not being able to heal and detectors and such not working.

Any help would be appreciated. :steamhappy:

What works:

Weapons (rifles, grenades, pitsols, etc)(Bolts work fine. Place one in inventory and throw. Will always get one back to throw again).

Uniforms (including armor , backpacks and helmets).

Mutant AI and Mutant Spawning (actualy very easy to set up).


What does NOT work:

Not sure how to set up radiation or anamolies (I know you can place down artifacts but dynamic spawning?).

Probably the most mission breaking, self interaction and interact other do not work (pressing correct keys do nothing)(Can be injured and proper ACE visuals show with bleeding but cannot bandage because of this)(does it have something to do with the AGM Medical module?).

Also sometimes the characters gasmask disappears at mission start.



If need be (and I probably will) I may go and post this in the "English Community" section of the armSTALKER forums.

Also, if there are any guides, please link them in the comments for myself and others!

Edit: Found this on the armSTALKER website. Is this outdated? Mutant spawning works. Had to Google translate it to english: http://armstalker.com/forum/index.php?/topic/310-sozdaem-radiatciiu-anomalii-mutantov-v-svoej-mis/
Last edited by Ricktorical; Apr 10, 2017 @ 5:28pm
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Showing 1-13 of 13 comments
MLAM Apr 11, 2017 @ 9:57am 
I've been poking around in the editor too, especially searching for a way to place thoses anomalies.
As I didn't see any object called anomalie or something so I assumed that they were created using a script, but I couldn't find anything related to them in the functions displayed by the editor (most were about mutants spawning and ai from what I can remember).
I tried to unpack the pbo files too, but I wasn't able to unpack the anomalies.pbo file (which could contain a way to make them spawn), it said that the file was unknown or corrupted.

Then someone (I think it was N1ghtStalker) told me that some of the scripts needed to place anomalies were server sided, so, we might not even have a way to make some of thoses features work at all, has the mod is only supposed to work in multiplayer with the official server.


However, while unpacking the pbos, I found some scripts related to blowouts (as far as I can tell), and one of the sqf files seems to trigger a blowout when called (the script is named alias_nuke, but it plays some blowout sounds during the explosion).
However it probably isn't the whole thing (it doesn't look like what they showed on video, as if some visuals and sound effects were missing), and this script is most likely supposed to be called in another script containing some more stuff, so I don't think you could directly use it on a mission, but it still looks quite cool.

nul = [nuke_obj,radius,damage_buildings_units,weather_effect,radiation,fallout] execvm "\armst\armst_misc\armst_game\scripts\anomalies\AlNuke\alias_nuke.sqf";
where :
-nuke_obj is an object, the center of the blowout/nuke
-radius a number (the script had an example where it was set to 4000)
-damage_buildings_units,weather_effect,radiation and fallout are booleans

the scripts where in armst_game.pbo if you want to check them yourself
Last edited by MLAM; Apr 12, 2017 @ 2:37am
Ricktorical Apr 11, 2017 @ 11:05am 
Interesting. My scripting knowledge is next to nothing aside from what I can figure out but I have tried opening the anomolies.pbo as well with the same error. The fact that some of the features are server side does make sense, since they are going for an online experiance. Kinda wish it wasnt so, but i can not complain given all the work they have done. I will probably continue playing with it.

I just find it silly to have a contest to make singleplayer missions for a contest using the mod when you cant get it all working. Perhaps singeplayer is at least planned for the future.
https://www.facebook.com/groups/armstalker.online/permalink/1902353840035604/
Bogdan Boner Apr 11, 2017 @ 11:20am 
Anyone know how to get zeus to work with this mod?
N1ghtStalker Apr 14, 2017 @ 7:43am 
Set the zeus Module in your Editor
ArteyFlow Apr 14, 2017 @ 4:00pm 
How did you get mutants to spawn? I tried placing the modules for them, and connecting (syncing) them to a trigger, to no avail.
Ricktorical Apr 14, 2017 @ 4:51pm 
Here: https://www.youtube.com/watch?v=d4gecj-oii4

This will help to explain how to get mutants to spawn.
ArteyFlow Apr 15, 2017 @ 8:40am 
Ah okay, I think me not adding the "Mutants: Spawn" module was the problem. Thanks a ton.
Hex Oct 28, 2018 @ 2:19pm 
how do you even access it in the editor
Desertgun Jan 25, 2019 @ 11:31pm 
You cant anymore...So basicly the devs decided to kill the other half of the community
Jacked Nicholson Feb 22, 2019 @ 6:56am 
I've been working on several mission too, playing co-op missions with my friends but we too cannot get the medical system working at all. Lots of respawning basically..

Is there a way maybe to remove all the files that affect the medical system?
C*S*I Mar 25, 2019 @ 2:40pm 
Originally posted by Mario:
Originally posted by Desertgun:
You still CAN use editor and create SP scenarios. Just use basic Arma 3 launcher to load into Eden editor at startup.


Last edited by C*S*I; Mar 25, 2019 @ 2:40pm
Cant get the guns too work they just switch weapons over and over
Bubi Mar 24, 2021 @ 6:30am 
You can get to Editor by disabling code from armst_uidata.pbo

what i did was open armst_uidata whit pbo manager
edit config.cpp

Deleting all related to custom main menu code
saved
and put the config.cpp back to the pbo
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