diwako 413 Posted December 11, 2017 Hey there! 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 If you like this idea and want to contribute, just do a pull request. Currently in Anomalies: - Burner - 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 Still work in progress! Some Media: Springboard https://i.imgur.com/ftjEsdN.gifv Meatgrinder https://i.imgur.com/a25OGBs.gifv Electra https://i.imgur.com/SicHdcp.gifv Burner https://steamuserimages-a.akamaihd.net/ugc/902274230650430383/D9E7D3937D4A7167E90198F29F1F348EC31DB88D/ Teleport https://i.imgur.com/C84EIBI.gifv https://i.imgur.com/eEBL8Zb.gifv Fog https://steamuserimages-a.akamaihd.net/ugc/912422351864279847/74FA084ACE8A8F585E0827E09C7C8FD7686E82D5/ Downloads Rework version https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases Legacy version Steam workshop (Mod version) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Armaholic - !Out of date! http://www.armaholic.com/page.php?id=33602 I hope you like and use them. I also hope for people contributing 😉 6 1 Share this post Link to post Share on other sites
lordfrith 401 Posted December 12, 2017 cool idea, i'll check these out, haven't played with armaSTALKER much yet but this should add some nice atmos :D 1 Share this post Link to post Share on other sites
diwako 413 Posted December 13, 2017 Just pushed an update Added burner anomaly Sprinboards now have idle sounds Anomaly particles are now rendered according to your camera position and not your player position (for zeus and spectator support) (respawn support is still not in ¯\_(ツ)_/¯) Some small bugfixes here and there Spoiler 1 Share this post Link to post Share on other sites
Guest Posted December 14, 2017 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.1 Share this post Link to post Share on other sites
diwako 413 Posted December 14, 2017 Pushed an update: Added Teleport anomaly Create methods now return just created trigger Next step will be code revisions and refactoring, Maybe bolt throwing and respawn support after that. Some Media: https://i.imgur.com/C84EIBI.gifv https://i.imgur.com/eEBL8Zb.gifv Share this post Link to post Share on other sites
Guest Posted December 14, 2017 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.2 Share this post Link to post Share on other sites
HazJ 1289 Posted December 15, 2017 The meat grinder looks awesome ha. Good work! Why do you use CBA as requirement? Is it for ease of use or does CBA have something that vanilla can't offer? Share this post Link to post Share on other sites
diwako 413 Posted December 15, 2017 2 hours ago, HazJ said: The meat grinder looks awesome ha. Good work! Why do you use CBA as requirement? Is it for ease of use or does CBA have something that vanilla can't offer? Ease of use and teleport anomalies are using CBA's hashmap internally. Right now, with all the anomalies added I wanted in the first place, I will be revising and refactoring some code now. And I will be using CBAs "currentUnit" functionality to add zeus support and remote controlled units. Normally I would do all that with the "ace_player" object, but I want to remove ace form the requirement list. So, I need to recreate the flame particle effects at some point. Besides, CBA really became something that is run along side Arma when playing multiplayer or with mods. Well, at least for me. Share this post Link to post Share on other sites
RedBelette 26 Posted December 15, 2017 I am very impressed and excited at the same time;). I wanted to do a science fiction mission precisely. Thanks for the job ;) Is it available in the workshop? Share this post Link to post Share on other sites
diwako 413 Posted December 15, 2017 28 minutes ago, RedBelette said: I am very impressed and excited at the same time;). I wanted to do a science fiction mission precisely. Thanks for the job ;) Is it available in the workshop? Not really fond of uploading scripts to the workshop as it is not a mod. In order to upload a script to the workshop you'd need to put in a mission and then upload the PBO to it. Imo it is annoying to get the pbo and then extract it, just to get the script. Sure it will help with exposure, but this script really isn't beginner friendly as it uses compiled scripts rather then scripts being called via execVM or precompile at mission start. Of course you can correct me on this, but for now I do not really want to use the workshop because of what I just said and my plans on refactoring scripts for next update. Share this post Link to post Share on other sites
diwako 413 Posted December 16, 2017 Just pushed an update: Added a small showcase in mission file Added vehicle support! Fixed missing script file to spawning springboards Vehicle support is now in! It is based on what kind of vehicle and how heavy it is. Examples: A tracked vehicle driving into a burner will not lose its tracks, but a wheeled vehicle will. Both vehicles will take some engine damage because of the heat. A vehicle weighing more then 10 Tons will not be thrown away by a springboad, but a lighter vehicle will. Teleporters will only teleport vehicles weighing less then 10 Tons. Electras will disable a vehicles engine temporary and damage the engine in the process. Lighter vehicles will be sucked into a Meatgrinder and receive hull damage. Heavier vehicles will not be affected by the Meatgrinder. Meatgrinder sucking in an M-ATV: https://i.imgur.com/cIIhZ9O.gifv Share this post Link to post Share on other sites
RedBelette 26 Posted December 17, 2017 Thanks for the answer, I will use the script and give you feedback. I have little time at the end of the year but probably in early January. Share this post Link to post Share on other sites
Guest Posted December 17, 2017 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.3 Share this post Link to post Share on other sites
bombajack 11 Posted January 12, 2018 Hello @diwako ! Nice job on this script! :) I need one thing....anomalies works perfect but damage not work in MP.... Any idea why? (i have CBA_A3 only+Ravage mod) Thanks for answer. Share this post Link to post Share on other sites
diwako 413 Posted January 13, 2018 16 hours ago, bombajack said: Hello @diwako ! Nice job on this script! :) I need one thing....anomalies works perfect but damage not work in MP.... Any idea why? (i have CBA_A3 only+Ravage mod) Thanks for answer. Thank you, Normally there should be support for damage without ACE enabled. I also have taken a look into the code on why that might happen. Turns out it is a rookie mistake, really. I will be doing an update some time later with more then just this fix. For now you can look into scripts\anomalies\ and open up the sqf files starting with "fn_activate". In there just search for (!isNil "ace_medical_fnc_addDamageToUnit") And edit the else case from e.g. _x setDamage _dam + 0.5; to _x setDamage (_dam + 0.5); Right now the error seems it is applying the units current damage to itself again and does not add to it. Putting brackets around that should apply it. If not feel free to tell me, as I currently have a a lot to do in real life I have little time right now to work on this project. On a side node. I also have started to work on a stalker mission in my little free time and could gather some interesting ideas and use cases out of it. Next update will contain some bug fixes and new features like Zeus (with Ares/Achilles) support, being able to delete Anomalies, and some tweaks to cool down times to anomalies. 1 1 Share this post Link to post Share on other sites
diwako 413 Posted January 14, 2018 Just pushed an update before I have to leave for 2 weeks and cannot work on anything. So please let me know if you find something that is not working correctly. Changes for 1.4: -Added Zeus Ares/Achilles support -Added feature to delete anomalies -General nil exception fixes -fixed players not taking damage without ACE medical present -reduced cool down time for all anomalies -added feature to check if an item is present in a units loadout (used for anomaly detector) -anomaly detector feature can now be set up to require an item present in a units loadout. Can be set in init.sqf. empty string means no item needed. Download: https://github.com/diwako/stalker_anomalies And a sneak peek for an upcoming feature. Right now it is too buggy to be included. https://i.imgur.com/eGhYFql.gifv https://i.imgur.com/u8bYVpD.gifv Share this post Link to post Share on other sites
Guest Posted January 14, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.4 Share this post Link to post Share on other sites
bombajack 11 Posted January 16, 2018 Quote -anomaly detector feature can now be set up to require an item present in a units loadout. Can be set in init.sqf. empty string means no item needed. Hi. After death in MP i lost anom.detector.Ok.But how can i set in init.sqf loadout back an.detector?Im really noob in scripting..sry. Thank you Share this post Link to post Share on other sites
diwako Kilian 0 Posted January 16, 2018 1 hour ago, bombajack said: Hi. After death in MP i lost anom.detector.Ok.But how can i set in init.sqf loadout back an.detector?Im really noob in scripting..sry. Thank you I may have worded it a bit poorly. I do mean the file "fn_init.sqf" in scripts/anomalies. There you can set up a class name if you want people to have a certain item to able to use the anomaly detector. If you have not set up anything then you should have the ability to turn the detector on and off without needed a specific item. The current problem that I am seeing here is you losing the detector up on death all together. It looks like I forgot to check this without ace enabled. The addActions (Scroll wheel menu) entry will be lost upon death and respawning. This is definitely a bug and I need to fix this. I was planning on either working today or on Friday on this again as I do have a little time then. I am currently at work and cannot really fix this now, but you can add this to your initPlayerLocal.sqf as a quick fix. It will add the actions back upon you respawn. player addEventHandler ["Respawn", { player addAction ["Enable anomaly detector", { ANOMALY_DETECTOR_ACTIVE = true; [] call anomalyDetector_fnc_detector; },nil,0,false,true,"","!ANOMALY_DETECTOR_ACTIVE && [player, ANOMALY_DETECTOR_ITEM] call anomaly_fnc_hasItem"]; player addAction ["Enable anomaly detector", { ANOMALY_DETECTOR_ACTIVE = false; },nil,0,false,true,"","ANOMALY_DETECTOR_ACTIVE"]; }]; Oh no, it used my gmail login and not my regular one.... Share this post Link to post Share on other sites
bombajack 11 Posted January 16, 2018 3 hours ago, diwako Kilian said: I may have worded it a bit poorly. I do mean the file "fn_init.sqf" in scripts/anomalies. There you can set up a class name if you want people to have a certain item to able to use the anomaly detector. If you have not set up anything then you should have the ability to turn the detector on and off without needed a specific item. The current problem that I am seeing here is you losing the detector up on death all together. It looks like I forgot to check this without ace enabled. The addActions (Scroll wheel menu) entry will be lost upon death and respawning. This is definitely a bug and I need to fix this. I was planning on either working today or on Friday on this again as I do have a little time then. I am currently at work and cannot really fix this now, but you can add this to your initPlayerLocal.sqf as a quick fix. It will add the actions back upon you respawn. player addEventHandler ["Respawn", { player addAction ["Enable anomaly detector", { ANOMALY_DETECTOR_ACTIVE = true; [] call anomalyDetector_fnc_detector; },nil,0,false,true,"","!ANOMALY_DETECTOR_ACTIVE && [player, ANOMALY_DETECTOR_ITEM] call anomaly_fnc_hasItem"]; player addAction ["Enable anomaly detector", { ANOMALY_DETECTOR_ACTIVE = false; },nil,0,false,true,"","ANOMALY_DETECTOR_ACTIVE"]; }]; Thanks so much diwako! :) Have one more question about anomalies...Is posssible do random spawn anomaly (possible select type) around player (X meter)?Because for my survival map need too many coordinates for spawn anomaly.. Thank you ! 3 hours ago, diwako Kilian said: Oh no, it used my gmail login and not my regular one.... Share this post Link to post Share on other sites
diwako 413 Posted January 16, 2018 6 minutes ago, bombajack said: Have one more question about anomalies...Is posssible do random spawn anomaly (possible select type) around player (X meter)?Because for my survival map need too many coordinates for spawn anomaly.. A system like this is not implemented or planned so far. In my own mission I am currently using a system which spawns in and out anomalies on a fixed location marked with a marker. I might implement something like this for future use, but this won't happen for at least 2 months. Right now my focus is in adding bolt throwing and fixing existing code before adding some new feature. Share this post Link to post Share on other sites
bombajack 11 Posted January 16, 2018 4 minutes ago, diwako said: A system like this is not implemented or planned so far. In my own mission I am currently using a system which spawns in and out anomalies on a fixed location marked with a marker. I might implement something like this for future use, but this won't happen for at least 2 months. Right now my focus is in adding bolt throwing and fixing existing code before adding some new feature. Spawn on marker is cool too! :) Can you tell me how can i do it? ;) I dont know how executed type of anomaly on marker...Thx so much! Share this post Link to post Share on other sites
diwako 413 Posted January 16, 2018 1 minute ago, bombajack said: Spawn on marker is cool too! :) Can you tell me how can i do it? ;) I dont know how executed type of anomaly on marker...Thx so much! I cannot give you a code example right now, but here is the general run down Place invisible markers around an area you want to fill with anomalies. Name them what ever you want,. but they have to have the same start and a different number at the end, example: "loc_anomaly_1", "loc_anomaly_2", "loc_anomaly_3" and so on Place a trigger which is repeating and server only and activates if any player is present. Up on activation create a an empty global array. Create a for loop and iterate over a number beginning with 1 and ends with the last number of your placed down markers. Create anomalies based on the markerposition (see getMarkerPos) and add them to a global array (see pushBack). Up on deactivation of that trigger just call the delete anomaly function with the global array as parameter This should be relatively easy to do. 1 Share this post Link to post Share on other sites
bombajack 11 Posted January 16, 2018 1 hour ago, diwako said: Too hard for me...but thank you. :) Share this post Link to post Share on other sites
diwako 413 Posted January 16, 2018 Bolt throwing is now in. If you have ACE mounted it is in self interact -> equipment. If you are not using ACE it is a scroll wheel action Changes for 1.5: -Bolt throwing has been added -fixed actions disappearing upon respawn when not using ACE Download: https://github.com/diwako/stalker_anomalies 2 Share this post Link to post Share on other sites