diwako 413 Posted January 16, 2018 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; 1 Share this post Link to post Share on other sites
bombajack 11 Posted January 16, 2018 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! :) Share this post Link to post Share on other sites
Guest Posted January 16, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.5 Share this post Link to post Share on other sites
Ellman 9 Posted January 18, 2018 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) Share this post Link to post Share on other sites
diwako 413 Posted January 18, 2018 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. Share this post Link to post Share on other sites
bombajack 11 Posted January 19, 2018 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. Share this post Link to post Share on other sites
Ellman 9 Posted January 19, 2018 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 My init.sqf file: Spoiler My Description.ext: Spoiler I can't figure out if another script is causing this one to not work. Thx for the responses :) Share this post Link to post Share on other sites
diwako 413 Posted January 19, 2018 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? Share this post Link to post Share on other sites
bombajack 11 Posted January 19, 2018 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 Share this post Link to post Share on other sites
diwako 413 Posted January 19, 2018 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. Share this post Link to post Share on other sites
bombajack 11 Posted January 19, 2018 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 Share this post Link to post Share on other sites
diwako 413 Posted January 19, 2018 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 Share this post Link to post Share on other sites
bombajack 11 Posted January 19, 2018 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! ;) Share this post Link to post Share on other sites
Ellman 9 Posted January 20, 2018 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. Share this post Link to post Share on other sites
Guest Posted January 20, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.5.1 Share this post Link to post Share on other sites
bombajack 11 Posted January 22, 2018 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 Share this post Link to post Share on other sites
bombajack 11 Posted January 22, 2018 https://youtu.be/dVcMIuJfLrY Share this post Link to post Share on other sites
bombajack 11 Posted January 31, 2018 @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. Share this post Link to post Share on other sites
diwako 413 Posted February 12, 2018 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. Share this post Link to post Share on other sites
diwako 413 Posted March 22, 2018 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: 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 2 1 Share this post Link to post Share on other sites
Guest Posted March 22, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.6 Share this post Link to post Share on other sites
bombajack 11 Posted March 24, 2018 GOOD JOB! Thanks. Where put this - [[getpos player, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField; ? To init? Share this post Link to post Share on other sites
bombajack 11 Posted March 24, 2018 ..i have trouble run it on my Exile mod server...i have Namalsk map and anomalies not worked..dont know why :/ Share this post Link to post Share on other sites
bombajack 11 Posted March 24, 2018 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 Share this post Link to post Share on other sites
diwako 413 Posted March 24, 2018 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 ;) 1 Share this post Link to post Share on other sites