Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can find me on discord via Cytech or Spearhed 1944 channels. Tho i took a break from programming and scripting due RL issues. Hopefully i will be back next month.
Demo mission works for you? Only in MP you have the issue?
I used it in one of my sci-fi missions as an object to be eliminated. However players see only winds and shock waves with no floating ball and light effect like the ones in your demo mission.
Same thing happened when using the Root's module as well.
Should've worked, the only thing i can think of is a sleep inside a waituntil loop that could break the script since an arma update changed the way that can work. Not sure if is the case tho, i don't really remember what kind of loops i used there
However for some reason the glowing and floating thingy are always missing in multiplayer. Anyway to fix that?
Thank you for the input mate!
like in the demo and in your mission if you don't edit it in the launch command.
"detection_smugg" make it appear. Hope be clear :p
You need to execute the script in console as you do in init or however you execute it initially. Placing the marker name in console is not going to do anything
Yeah, you can place another one, as zeus create a marker and name it then use that name to run the scrip in global via debug console
So to make burper change position faster you need to edit the sleep value on line 36 file alias_burper.sqf.
To have a bigger sphere replace Sign_Sphere25cm_F in alias_burper_sfx with Sign_Sphere200cm_F
To adjust vertical movement so the object will not clip into ground will be tricky cuz the loop i used is not very flexible and you would need to rewrite it. In principle you could change 0.61 on lines 106 and 107 with bigger values but that will not going to be enough you would also need to tweak 0.2 values you see in 108 and 109. However you would need either understand how the loop works to make adjustments and tests or rewrite it.
Vertical movement can be altered but again would require some testing to see when it starts to clip/look bad.
If i don't forget i will try to have a look tomorrow
Don't remember the loop, i would need to look.
Keep in mind that if you increase the size of the sphere that will clip with the ground since its vertical movement was calibrated for the small sphere.
Using vanilla assets you can make it 2 meters in diameter by replacing the small sphere i use with the biggest one, you would need to retrieve its class name from Eden cuz i don't know from top of my head.
It can be made to change location faster, far as i remember there is a loop and if you change the sleep time in it the moving will happen more often.
As for setting a flying path it is possible but is not something simple to do unless you are familiar with scripting.
Hard to tell what could be the issue, i made it long time ago and i don't think i had in mind to have more than one Burper. The script might need rewrite to accommodate that.
Maybe if you kill/disable the first one you can drop another without problems, anyways make sure you execute the script on global while "Zeus-ing"
I managed to use more than one of your scripts, screamer and burper, in my mission, and it worked beautifully.
However, as I tried to spawn more burpers using debug console as zeus, all the burper, except for the one I placed in the editor, became harmless.
Is there a solution to that?
Sure mate, go ahead, i don't mind if you use it on monetized videos anyways. Have fun!
Also i subed, is it your channel?
Thanks man! If you have a public video or mission give us the link. Have fun! :)
hmm, should;ve worked either way, when i have time i will have a look. Thanks for the heads up!
Either you miss the texture or the path is wrong. However for scripted textures there is this issue with FOV and LOD, a work around would be to use textures defined with proper LOD in a mod or the game itself.
Feel free to upload your versions of the script, just make sure they contain ACE in the title so one can easily make the difference between the base version and yours, add me as co-author.
Keep it up!
Also, I've managed to make the screamer Ace compatible, Am I free to re-upload (Making you co-author and what not) or do you want to take a look at it (video or some such) ? I'm trying to make more of your stuff Ace compatible as well.
Script is made to work above sea level, just to be sure disable anomaly' ability to move, is parameter in script syntax.
Trying to use this on Chernarus on a slighly uneven ground. Script seems to be rather tempremental on hills. Runways on the airfields work. I tried to spawn the Burper in a crater but that wasn't reliable. I removed all objects next to the marler as you suggested and that seems to improve chances of success.
Do not use it over rocks and you should be ok. What terrain you trying to use it on?
You can use one init.sqf to run any scripts you want. Do some reading about init.sqf i think you can find something on wiki so you have an idea why is there and what's the use of it.
Check out my missions or other people mission to see how they used init.sqf, also watch this videos if you want to know a bit more about using my scripts
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Changes:
- added the ability for player to neutralize the anomaly
- small tweaks
Short video update
https://www.youtube.com/watch?v=6KiMeGF8EwM
Yeah, but toxic_puddle is from farty not Burper, with what script you have problems tho?
I can't think of other reason, either you missing the sounds or the path is not correct defined in your description, or there is someting else going wrong in your description. Do you get any error message?