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[RELEASE] STALKER-like anomalies

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4 hours ago, bombajack said:

Too hard for me...but thank you. :)

 

No worries, got you covered.

 

Let's say you want to spawn some anomalies, in my case I put them near a freedom base.

Place down some hidden markers, let's call them "freedom_anomaly_electra_1", "freedom_anomaly_electra_2", "freedom_anomaly_electra_3" etc

 

Place down a trigger, size is of your choosing.

Type: None

Activation: Any Player

Activation Type: Present

Tick Repeatable

Tick Server only

 

Put this in the activation field (set the higher number to the number of your markers)

freedomAnomaly = [];
for "_i" from 1 to 5 do {
	freedomAnomaly pushBack ([getMarkerPos ("freedom_anomaly_electra_" + str(_i))] call anomaly_fnc_createElectra);
};

Put this in the deactivation field

[freedomAnomaly] call anomaly_fnc_deleteAnomalies;

 

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28 minutes ago, diwako said:

 

No worries, got you covered.

 

Let's say you want to spawn some anomalies, in my case I put them near a freedom base.

Place down some hidden markers, let's call them "freedom_anomaly_electra_1", "freedom_anomaly_electra_2", "freedom_anomaly_electra_3" etc

 

Place down a trigger, size is of your choosing.

Type: None

Activation: Any Player

Activation Type: Present

Tick Repeatable

Tick Server only

 

Put this in the activation field (set the higher number to the number of your markers)


freedomAnomaly = [];
for "_i" from 1 to 5 do {
	freedomAnomaly pushBack ([getMarkerPos ("freedom_anomaly_electra_" + str(_i))] call anomaly_fnc_createElectra);
};

Put this in the deactivation field


[freedomAnomaly] call anomaly_fnc_deleteAnomalies;

 

Nice! Thx mate! :)

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Can't tell if I'm being stupid, but I've tried to place down some anomaly markers according to what they need to be called:

Spoiler

[getMarkerPos "Springboard"] call anomaly_fnc_createSpringboard;
[getMarkerPos "Electra"] call anomaly_fnc_createElectra;
[getMarkerPos "Burner"] call anomaly_fnc_createBurner;
[getMarkerPos "Meatgrinder"] call anomaly_fnc_createMeatgrinder;
[getMarkerPos "Teleport_1",1] call anomaly_fnc_createTeleport;
[getMarkerPos "Teleport_2",1] call anomaly_fnc_createTeleport;

 

I've also made sure that it calls them in the init.sqf and I've transferred over the "sounds" & the "scripts" folder into my mission folder. 

I'm using empty markers to ensure that players won't be able to see the locations on the map, but no matter what I try the anomalies does not show up when previewing the mission in SP.

 

Any idea what I'm doing wrong?

 

Edit: I have tried the way with the trigger like you said above, but not even that works. (And yes I'm running CBA and even ACE3)

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1 hour ago, Ellman said:

Can't tell if I'm being stupid, but I've tried to place down some anomaly markers according to what they need to be called:

  Hide contents

[getMarkerPos "Springboard"] call anomaly_fnc_createSpringboard;
[getMarkerPos "Electra"] call anomaly_fnc_createElectra;
[getMarkerPos "Burner"] call anomaly_fnc_createBurner;
[getMarkerPos "Meatgrinder"] call anomaly_fnc_createMeatgrinder;
[getMarkerPos "Teleport_1",1] call anomaly_fnc_createTeleport;
[getMarkerPos "Teleport_2",1] call anomaly_fnc_createTeleport;

 

I've also made sure that it calls them in the init.sqf and I've transferred over the "sounds" & the "scripts" folder into my mission folder. 

I'm using empty markers to ensure that players won't be able to see the locations on the map, but no matter what I try the anomalies does not show up when previewing the mission in SP.

 

Any idea what I'm doing wrong?

 

Edit: I have tried the way with the trigger like you said above, but not even that works. (And yes I'm running CBA and even ACE3)

 

Do you also execute this "[] call anomaly_fnc_init" ? If that does not help then check if you also added these parts to your description.ext.

class CfgFunctions {
  createShortcuts = 1;
  #include "scripts\funcs.hpp"
};

class CfgSounds {
	sounds[] = {};
    #include "sounds\sounds.hpp"
};

If you did not, add this to your description.ext and reload the mission into the editor.

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Hello.

Thx @diwako for help with triggers,work perfectly.

But...on my local server anomaly dmg works good...on dedicated (IP machine) NOT...why? :(

 

Thx.

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16 hours ago, diwako said:

 

Do you also execute this "[] call anomaly_fnc_init" ? If that does not help then check if you also added these parts to your description.ext.


class CfgFunctions {
  createShortcuts = 1;
  #include "scripts\funcs.hpp"
};

class CfgSounds {
	sounds[] = {};
    #include "sounds\sounds.hpp"
};

If you did not, add this to your description.ext and reload the mission into the editor.

I noticed that I were missing the CfgFunctions, after adding it, it still does not work.

I really don't get what I'm doing wrong at this point.

 

I even get a "error" for a missing file when it clearly exists:

Spoiler

nDJFWAv.png

 

My init.sqf file:

Spoiler

iBTD7ME.png

My Description.ext:

Spoiler

EUo7WZV.png

 

I can't figure out if another script is causing this one to not work.

Thx for the responses :)

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7 hours ago, Ellman said:

I noticed that I were missing the CfgFunctions, after adding it, it still does not work.

I really don't get what I'm doing wrong at this point.

 

I even get a "error" for a missing file when it clearly exists:

 

I can't figure out if another script is causing this one to not work.

Thx for the responses :)

 

That error is really weird. have you tried restarting the game? The init.sqf and description.ext look fine. you sure you have put them into the right mission folder?

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9 hours ago, bombajack said:

Hello.

Thx @diwako for help with triggers,work perfectly.

But...on my local server anomaly dmg works good...on dedicated (IP machine) NOT...why? :(

 

Thx.

This is really weird....hear sound,no light and no damage....damn :D 

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Just now, bombajack said:

This is really weird....hear sound,no light and no damage....damn :D 

 

Are you running the latest version? The only anomaly that has lights to it is the electra one.

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Just now, diwako said:

 

Are you running the latest version? The only anomaly that has lights to it is the electra one.

yes latest version....but,its true only electra do this...sry i forget tell  it

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6 minutes ago, bombajack said:

yes latest version....but,its true only electra do this...sry i forget tell  it

Hah, damn yeah I see I forgot to correct one setDamage. I will fix this real quick and push a hotfix on github.

 

 

Script updated to v1.5.1

Changelog:

-Fixed Electra damage without ACE medical enabled

Download:

https://github.com/diwako/stalker_anomalies

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5 minutes ago, diwako said:

Hah, damn yeah I see I forgot to correct one setDamage. I will fix this real quick and push a hotfix on github.

 

 

Script updated to v1.5.1

Changelog:


-Fixed Electra damage without ACE medical enabled

Download:

https://github.com/diwako/stalker_anomalies

Incredible good work! :D THX! ;)

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17 hours ago, diwako said:

 

That error is really weird. have you tried restarting the game? The init.sqf and description.ext look fine. you sure you have put them into the right mission folder?

Restarted my game multiple times, did ensure that I had the folder "scripts" in the mission.

I'm starting to question if another script is cancelling it out.

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Hello.

Elektra still not damaged me...weird is-AI died in elektra always :D

And after touch with elektra still is visible...not cooling down.

 

Regards

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@diwako hello.

Are you here? :) 

Have little trouble with 2 things.

 

1.Elektra still does not damage.

2.After death character lost anomaly detector.

 

All is on multiplayer,dedicated server (remote hosted server)

 

Thank you.

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On 1/31/2018 at 10:40 AM, bombajack said:

@diwako hello.

Are you here? :) 

Have little trouble with 2 things.

 

1.Elektra still does not damage.

2.After death character lost anomaly detector.

 

All is on multiplayer,dedicated server (remote hosted server)

 

Thank you.

Hey, sorry for disappearing for a bit. As I mentioned some weeks before I was going to be away for a bit. Now I am back home and can work on this again. That said, I am taking a look once I find the time.

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Turns out I got sidetracked hard. Tho I managed to update the scripts a bit.

 

Script updated to v1.6

Changelog:

-Added function to create a randomized anomaly field. (it uses CBA_fnc_randPosArea as its core, so read up on their documentation)
-Added Debug variable which will create markers where anomalies have been created if it is set to true
-Added light when a burner anomaly has been activated
-Fixed delete function not deleting everything
-Hopefully fixed electra anomaly effects bug

Media:

i1IVl0X.jpg

 

Usage of new function:

The new function is "anomaly_fnc_createAnomalyField". Which will take up to 5 arguments.

_posParams - array containing parameters for the location function

_springboard - how many anomalies of the type springboard should be created (default: 0)

_burner - how many anomalies of the type burner should be created (default: 0)

_electra - how many anomalies of the type electra should be created (default: 0)

_meatgrinder - how many anomalies of the type meatgrinder should be created (default: 0)

 

The function will return all newly created anomalies in an array.

 

Example:

[[getpos player, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField;

 

Download:

https://github.com/diwako/stalker_anomalies

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GOOD JOB! Thanks.

 

Where put this - [[getpos player, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField;  ? To init?

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..i have trouble run it on my Exile mod server...i have Namalsk map and anomalies not worked..dont know why :/ 

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Here is my RPT.

 

Error in expression < 25;

[getMarkerPos "Springboard"] call anomaly_fnc_createSpringboard;
[getMarke>
 1:01:20   Error position: <anomaly_fnc_createSpringboard;
[getMarke>
 1:01:20   Error Undefined variable in expression: anomaly_fnc_createspringboard

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4 hours ago, bombajack said:

Here is my RPT.

 

Error in expression < 25;

[getMarkerPos "Springboard"] call anomaly_fnc_createSpringboard;
[getMarke>
 1:01:20   Error position: <anomaly_fnc_createSpringboard;
[getMarke>
 1:01:20   Error Undefined variable in expression: anomaly_fnc_createspringboard

Make sure you include funcs.hpp in your CfgFunctions in description.ext. Otherwise all the functions are undefined.

 

5 hours ago, bombajack said:

GOOD JOB! Thanks.

 

Where put this - [[getpos player, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField;  ? To init?

initServer is best. Tho you should replace "getpos player" obviously ;)

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