bombajack 11 Posted March 26, 2018 On 24. 3. 2018 at 3:22 PM, diwako said: initServer is best. Tho you should replace "getpos player" obviously ;) What you mean?You mean use some object with variable name for example "testfield" and then will be code looks like this? [[getpos testfield, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField; Share this post Link to post Share on other sites
diwako 413 Posted March 26, 2018 1 hour ago, bombajack said: What you mean?You mean use some object with variable name for example "testfield" and then will be code looks like this? [[getpos testfield, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField; Correct that should work. I meant it because "player" is not available on a dedicated server. Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 2 minutes ago, diwako said: Correct that should work. I meant it because "player" is not available on a dedicated server. i tested it,but if i place in initServer then dont work it...:/ Share this post Link to post Share on other sites
diwako 413 Posted March 26, 2018 1 minute ago, bombajack said: i tested it,but if i place in initServer then dont work it...:/ What is the error message? Have you enabled debug mode to see where the anomalies are being spawned? Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 Just now, diwako said: What is the error message? Have you enabled debug mode to see where the anomalies are being spawned? i have still this error. [getMarkerPos "Springboard"] call anomaly_fnc_createSpringboard; [getMarke> 19:02:59 Error position: <anomaly_fnc_createSpringboard; [getMarke> 19:02:59 Error Undefined variable in expression: anomaly_fnc_createspringboard 19:02:59 File mpmissions\__cur_mp.Namalsk\init.sqf, line 17 Must i have ACE mod for working all anomalies or only for Burner? Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 I defined Electra_1 and Electra_2 in init.sqf and placed empty marker with same name in editor [getMarkerPos "Electra_1"] call anomaly_fnc_createElectra; [getMarkerPos "Electra_2"] call anomaly_fnc_createElectra; but nothing spawned. I use Exile mod,CBA,Ryanzombies,Namalsk and MrSanchez Headlamps Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 ..in initServer a put on TOP this - [[getpos testfield, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField; ..and in editor placed empty marker name testfield... Nothing...damn.Maybe im idiot or noob idk...on Ravage mod worked fine..dont know why on exile not Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 Is posiible if i not defined Springboard then nor spawned nothing? Share this post Link to post Share on other sites
diwako 413 Posted March 26, 2018 20 minutes ago, bombajack said: ..in initServer a put on TOP this - [[getpos testfield, 50, 50, 0, false],5,5,5,5] call anomaly_fnc_createAnomalyField; ..and in editor placed empty marker name testfield... Nothing...damn.Maybe im idiot or noob idk...on Ravage mod worked fine..dont know why on exile not Can you send me the mission in a PM so I can take a look at it? It sounds to me that the functions are not compiled when the missions starts. Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 I dont know how send file on this forum :D I send you link for download where i uploaded it Share this post Link to post Share on other sites
diwako 413 Posted March 26, 2018 You are missing this in your description.ext class CfgFunctions { createShortcuts = 1; #include "scripts\funcs.hpp" }; Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 5 minutes ago, diwako said: You are missing this in your description.ext class CfgFunctions { createShortcuts = 1; #include "scripts\funcs.hpp" }; Is defined here: class CfgRemoteExec { class Functions { createShortcuts = 1; #include "scripts\funcs.hpp" mode = 1; jip = 0; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; class SAN_fnc_ToggleHeadlamp { allowedTargets=0; }; class SAN_fnc_sendJIPinfo { allowedTargets=0; }; }; class Commands { mode = 0; jip = 0; }; }; or this is bad? Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 ..or does it have to be special class? Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 OMG..i see it! :DD Share this post Link to post Share on other sites
diwako 413 Posted March 26, 2018 That is just the definition of which functions are allowed to be remotely executed. Of course they need to be added there as well, but the cfgfunctions entry is needed otherwise those function will not even exist. Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 THANKS diwako..im blind noob :D i seen class Functions same like class Cfgfunctions :D Share this post Link to post Share on other sites
bombajack 11 Posted March 26, 2018 @diwako I have idea..:) how can i do randomly spawn anomaly around player?Defined radius and type of anomaly :) Is it possible? Share this post Link to post Share on other sites
diwako 413 Posted March 31, 2018 Pushed a small update after I got the use case that anomalies needed to be spawned in buildings and in the air. Script updated to v1.7 Changelog: -Anomalies can now be spawned in the air (useful to spawn them in buildings) -Switched from addAction to CBAs persisten player actions, which means CBA will handle readding the actino to players after resapawn The create functions do now consider the third number in the position array, thus spawning in the air is now possible. Keep in mind it uses setPosATL that is above ground level and not sea level! Download: https://github.com/diwako/stalker_anomalies 2 Share this post Link to post Share on other sites
Guest Posted March 31, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.7 Share this post Link to post Share on other sites
diwako 413 Posted April 22, 2018 Just updated the scripts a bit. I added support for Air vehicles and anything that is based on class "Man". Now helicopters and dogs/monsters should not just instantly vanish if they walk into an anomaly. Script updated to v1.8 Changelog: -Added support for air vehicles and objects based on class "Man" Download: https://github.com/diwako/stalker_anomalies 1 Share this post Link to post Share on other sites
Guest Posted April 22, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.8 Share this post Link to post Share on other sites
diwako 413 Posted April 25, 2018 Small update. Gibs now have collision with the world geometry and detector beep speeds are now more accurate but the function is now a little bit more expensive. Video of updated gib effect https://streamable.com/6gwdl Script updated to v1.9 Changelog: -Gib effect has now surface collision -Detector beep speed is now more accurate As usual download at GitHub and later at armaholic https://github.com/diwako/stalker_anomalies 1 Share this post Link to post Share on other sites
Guest Posted April 25, 2018 The Armaholic mirror has been updated with the new version: STALKER like anomalies v1.9 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 29, 2018 Thanks diwako for the update ! Share this post Link to post Share on other sites
diwako 413 Posted April 30, 2018 Script updated to v1.9.1. You can consider this a hotfix! So far the anomalies were not fully MP compatible which caused anomalies like the electra to not work proberly! That was because I did not fully read the command documentation and missed that some trigger commands are local only. This is now corrected! Changelog: -HOTFIX: Added mp compatibility for triggers -Teleport flash effect now uses "setAperture" instead of a ppEffect As usual download at GitHub and later at armaholic https://github.com/diwako/stalker_anomalies 1 Share this post Link to post Share on other sites