black_hawk_mw2_87 74 Posted October 17, 2019 Hello, my fellow friends from the community! 🙂 -> We all know about some scripts for special effects like those of @aliascartoons. -> Such special effects can be spawned, for example, within marker areas, or attached to objects, placed on the map. -> I would like to create such areas or use such objects, generated randomly on the map and depending on different conditions that are checked by the script over different periods of time. -> In this case, as I suggest or suppose, that a condition can be: 1) if the player is moving; 2) if the player is alive; 3) if the player is X meters away from these objects; 4) if the player is within a marker area etc. They can differ and vary from the possible commands used in the scripting. -> My idea is these effects to be randomly spawned at different locations and time around the player so he wouldn't know where they can appear if he goes through an area multiple times or replays the mission. -> I can later provide example codes of such special effects, but I guess it's more important to define the way they would appear on the map. -> I personally prefer to add some objects on the map, but if they are too many, this could lead to a weaker performance of the PC and dropping FPS. So, is it possible to create these objects randomly and they are named after creation, using specific names, which are also used for the special effects as a condition to be triggered at the same time? We all know about the S.T.A.L.K.E.R.-like effects from this mod or the effects provided by @aliascartoons. I have tagged him assuming he may also help to find a way and achieve this. Thank you in advance and cheers! 🙂 Share this post Link to post Share on other sites
wogz187 1086 Posted October 17, 2019 @black_hawk_mw2_87, Totally do-able. Make a function full of configurable triggers. Use the function call (with random params from array) to call the effect triggers (script). Make a few triggers which represent areas where an anomaly might appear (editor). When the player enters an editor placed area trigger it calls the trigger function using randomly generated params which dictate the state of the spawned triggers. It spawns all the triggers each time but some of them are disabled, some of them have different effects, whatever condition they received from the random params. Triggers delete when player exits the area. params sent to the trigger could be something like, _size, _timeOut, _typeEffect If _size is zero player can't activate. _timeOut could be determined by the effect to spawn (some effects take longer to initiate perhaps). _typeEffect determines which effect is created. Get back to me if you think that's the right idea and I'll help you write the function. Quote I personally prefer to add some objects on the map, You may place as many invisible helper objects as you please. Have fun! 1 1 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 17, 2019 42 minutes ago, wogz187 said: Get back to me if you think that's the right idea and I'll help you write the function. This is absolutely awesome. To be honest, I didn't believe it would be doable and now I would follow your idea, but I don't have the knowledge needed. That's why I asked so many questions and tried to provide as many ideas as possible. I totally agree with your way of thinking and making this possible. Perhaps I need to read more about your suggestions or relay on your great experience. 🙂 I will be absolutely glad to ask you for the best possible solution. 🙂 And this script would be more than helpful for anyone who has such ideas for missions creation! 😉 Thank you in advance! 🙂 Share this post Link to post Share on other sites
wogz187 1086 Posted October 17, 2019 @black_hawk_mw2_87, May I see the the effects you're talking about? Just link the page. 1 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 17, 2019 25 minutes ago, wogz187 said: @black_hawk_mw2_87, May I see the the effects you're talking about? Just link the page. Absolutely. 🙂 I will be glad to see that several of them can be used, of course. This would make the mission even more interesting, immersive and different. 🙂 STEAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1583019457 FARMER_DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1754395063 SWARMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1600341018 FLAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1571215652 DUST SFX DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1439985051 STRIGOI DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1395604511 FARTY DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1387608563 Floating Objects DEMO- RE-UPLOAD - https://steamcommunity.com/sharedfiles/filedetails/?id=1387052380 Smuggler DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1280778159 WORM DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1270139905 Screamer DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266606112 Burper DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266048707 Sparky DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1264549061 Gravity Script DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 I mostly would like to use: STEAMER DEMO, DUST SFX DEMO, DUST SFX DEMO, FARTY DEMO, Floating Objects DEMO- RE-UPLOAD, Burper DEMO, Sparky DEMO and Gravity Script DEMO as they are typical anomalies for a S.T.A.L.K.E.R.-style anomalies. The others are more like creatures. And I can also add the post-apocalyptic demo in the end to complete the whole atmosphere! 🙂 What can be done in this case? 🙂 Share this post Link to post Share on other sites
wogz187 1086 Posted October 17, 2019 I'm pretty sure @GEORGE FLOROS GR, already made this for us.GF_anomolySpawner Have fun! 1 1 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 17, 2019 4 minutes ago, wogz187 said: I'm pretty sure @GEORGE FLOROS GR, already made this for us.GF_anomolySpawner Have fun! T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂 1 1 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 17, 2019 I have encountered a problem. I tried with a test mission and copied/pasted all the files needed and I changed the description of some files. I also downloaded FARTY DEMO from Armaholic and placed mod's files inside my folder with no success. There's a problem no matter the file that is said to be missing, is actually there. It sais: Include file C:\Users\PC\Documents\Arma 3\missions\+GF_ALIAS_Anomaly_Spawner_Script.Stratis\AL_farty\equipment_prot_toxic.hpp not found. Why is this so? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 17, 2019 1 hour ago, black_hawk_mw2_87 said: T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂 You 're welcome black_hawk_mw2_87 ! 6 minutes ago, black_hawk_mw2_87 said: I have encountered a problem. Just move to the certain topic and check about it. You should post your questions there , in order everyone to get benefit from the informations . 1 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 17, 2019 27 minutes ago, GEORGE FLOROS GR said: 1 hour ago, black_hawk_mw2_87 said: T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂 You 're welcome black_hawk_mw2_87 ! 40 minutes ago, black_hawk_mw2_87 said: I have encountered a problem. Just move to the certain topic and check about it. You should post your questions there , in order everyone to get benefit from the informations . I just did and I hope you will explain one more time what I should try to do to fix that error... 🙂 Share this post Link to post Share on other sites