Arma 3
Smuggler DEMO
76 Comments
Hernán 9 Oct, 2022 @ 9:37am 
thanks man, I found on YT a post where you explained that. I really apreciate it. Thanks for the answer.
ALIAScartoons  [author] 8 Oct, 2022 @ 5:33am 
@Hernán
Thanks man!
I am not 100% sure cuz i wrote the script long time ago and i don't remember the details but i think if you delete the object everything else goes away.
As for the distance you need to find the part of the script where i select the random position, i think the value was 1500 m, replace that with desired value.
Hernán 7 Oct, 2022 @ 11:08am 
ALIAS, how are you? first I would like to thank you for the enormous work you have done and still doing for us. The question has to do with the destiny of the smuggler anomaly. It is possible to set a final destination point that is fixed or in a certain radius of a defined space, such as 50mts² ???
ALIAScartoons  [author] 2 Feb, 2021 @ 12:56am 
@Professor Laundry
Yes, if you want check out these missions or the those from TANOA In Black, to see examples
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=919328329
Glebemsmech 1 Feb, 2021 @ 4:35pm 
@ALIAS
Would I need to combine all the init.sqf(s) and destription.ext(s) into one init and description?
ALIAScartoons  [author] 31 Jan, 2021 @ 11:57pm 
@Professor Laundry
You can use as many scripts as you want in a mission, you need the sounds and scripts files under your mission.
Yeah, i still do stuff in Arma in my limited spare time, currently i work on this project
https://www.youtube.com/c/DanTronic/videos
Glebemsmech 29 Jan, 2021 @ 12:08pm 
Hi Alias, you probably get asked this a lot, but how would you combine multiple of your scripts (specifically anomalies) in one mission. I have an idea for some kind of mission filled with anomalies. Also, are you done making arma scripts?
ALIAScartoons  [author] 13 Dec, 2020 @ 8:28am 
Yes, but you would need to rewrite the lines that selects thre random location
SheriffBiggs 11 Dec, 2020 @ 5:26pm 
Hi, Alias. Is it possible to set up the script to teleport the players to a single specific location?
ALIAScartoons  [author] 27 Aug, 2020 @ 9:37am 
@exploadead
Thanks mate! Is not so easy to edit the effect and the way it looks depends on light and terrain since they have different settings. So you would need to tweak it specifically for time of the day and the terrain you want to use it on. In principle you have to look into setParticleParams' array and tweak the values for alpha channels which is contained in color's array, is the last value in it. For instance you have this array for color [1,0.5,1, 0.3] in this 0.3 is the value for the alpha channel.
exploadead 27 Aug, 2020 @ 7:57am 
dude, this is awesome! But in your last video the smuggler looks very transparent, unlike previous ones! Can u please tell how to make it more similar to your first videos, where it was like a real very visible bubble?) Thanx!
ALIAScartoons  [author] 5 Aug, 2020 @ 12:28am 
@Dyeg0
Let us know how it worked.

@DiaZ
Keep it up mate! :) Far as i remember tho this anomaly doesn't inflict damage to units, unless you want to implement a damaging effect.
DiaZuuu 31 Jul, 2020 @ 1:33pm 
Ha! Now Worm inflict ace damage now it's time for Smuggler!
Dyeg0 28 Apr, 2020 @ 7:13am 
@ALIAScartoons
I plan on using DayZ Medic's time lapse script along with *this script in combination with the teleport to mimic the intro of the movie when the women 1st enter the shimmer:

[1, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; titleText ["3 Days Later...", "PLAIN", -1]; titleFadeOut 5;
ALIAScartoons  [author] 28 Apr, 2020 @ 5:34am 
@Dyeg0
:) Dunno why would you do that, but if you want to use this script for that purpose just place the anomaly close to spawn point of the player without giving him the detector.
Otherwise you could use setpos to change his position via a trigger
Dyeg0 27 Apr, 2020 @ 4:44pm 
oh, also: can you use this script to have a player be suddenly teleported across a map? My mission idea is to start of with a player go into the map to suddenly be Wrapped into another part of the map (completely disorienting them) :winter2019happybulb:
ALIAScartoons  [author] 16 Mar, 2020 @ 1:09am 
@ArmedVeteran
:cozyspaceengineersc:
ArmedVeteran 23 Jan, 2019 @ 7:46am 
I've managed to locate the problem. It's the spawn parameter (fourth one). If you don't want to spawn anything it can't be an empty array. It needs to be an array with one empty element, so it will look like this: [""]. And then it works.
ArmedVeteran 23 Jan, 2019 @ 4:41am 
I'll try that
ALIAScartoons  [author] 23 Jan, 2019 @ 4:37am 
@ArmedVeteran
until i have time to have a look set as detector something what anyone would have, like a watch or map
ArmedVeteran 23 Jan, 2019 @ 4:14am 
I can confirm the issue. It works in the example mission, but won't work in mine. I'm 100% sure I'm doing everything right, tried it with detector parameter filled and with empty string and there is no visual effect except for the one when you're being teleported. Strange thing.
ALIAScartoons  [author] 6 Dec, 2018 @ 10:58am 
@Kurt
You need to have the detector in your inventory to see the anomaly.
Dada 6 Dec, 2018 @ 10:56am 
i will give a try on a clean map
Dada 6 Dec, 2018 @ 10:54am 
i just try in editor at 20m from the smugg, the teleportation work i just can't see it.
Got some fun with that try cause was teleported inside the strigoi territory haha
ALIAScartoons  [author] 6 Dec, 2018 @ 10:42am 
@Kurt
The demo mission works for you? Mind the delay, when you move away (i think 2KM) the script pauses and restarts when you get back in. If your character is too far the anomaly waits for you to get closer
Dada 6 Dec, 2018 @ 10:22am 
Hello, on the last update (1.5/1.6) the anomaly is not visible, its like the parameter is ignored.

I use this line to call it :
null = ["smugg_1",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";

I don't if im doing something wrong but if i use the first release that work im able to see it.

ALIAScartoons  [author] 5 Dec, 2018 @ 7:57am 
Script update
Changes:
- some fixes and optimizations for use on dedicated
- SFX small tweak
ALIAScartoons  [author] 6 Nov, 2018 @ 12:37am 
Script update!

Short video update
https://www.youtube.com/watch?v=GB5ZIax4lgg

Changelog:
- misc fixes, optimizations and tweaks
- added new sounds and visual effects
morons always 12 Jul, 2018 @ 2:24am 
@sabertooth
SCP is child's play compared to Stalker!
ALIAScartoons  [author] 15 Jun, 2018 @ 8:59am 
@sabertooth
I only become aware of that scp concept in the past few months because someone suggested few of them for scripting.
As me could be more people not knowign what they are, anomaly is a much simpler concept to understand what is all about, especially that we had STALKER and METRO without mentioning movies and novels featuring anomalies.
SaberTooth 15 Jun, 2018 @ 8:45am 
why dont you jsut call them scp's there just all scp's
ALIAScartoons  [author] 12 Apr, 2018 @ 9:47am 
@Kane[NOD]
Only if you edit the script, cuz currently the position is random. Not on my comp ATM, remind me next week and i will give you the lines you need to edit
Kane 12 Apr, 2018 @ 8:26am 
@ALIAScartoons Is it possible to teleport a unit to an exact position?
ALIAScartoons  [author] 12 Mar, 2018 @ 8:15am 
@Dada
Good job mate! Thank you for the feed-back!
Dada 12 Mar, 2018 @ 8:10am 
@Alias
Its work perfectly with trigger on dedicated server, i use all your anomalies script burper, worm.... and activate it with trigger, so when a player is near the anomaly (+-100 m) thats work, for the gravity script i use a addaction + a trigger, for exemple activate red or blue switch good switch the good one pop up with a reward, bad switch the deadly ray comes for you ;)
The only things on dedicated server its the smuggler and burper don't move if true.

https://www.youtube.com/watch?v=1Y9fJ9Q19xg

Video is made on editor but everything is tested and work on dedicated
Alec 12 Mar, 2018 @ 7:36am 
Guys, thank you very much! Everything worked out!
ALIAScartoons  [author] 12 Mar, 2018 @ 6:44am 
@Dada
Thanks for the input mate!

@Alec
I'd try what Dada suggested
smugg1 = ["smugg_1",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
smugg2 = ["smugg_2",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
etc
Trigger thing would work in SP but in MP it might be tricky and un-reliable but you can try it.
Dada 12 Mar, 2018 @ 6:23am 
if you want to use like 20 smuggler don't call init with the init call it with a trigger
Dada 12 Mar, 2018 @ 6:22am 
try this
smugg1 = [smugg_1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
smugg2 = [smugg_2,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
......
Alec 12 Mar, 2018 @ 1:53am 
@ALIAScartoons
Thanks, I'll be waiting for your reply. Very beautiful anomalies, very sorry that I can put only one of each type.
ALIAScartoons  [author] 12 Mar, 2018 @ 1:16am 
@Alec
I will when i have the time buddy.
Alec 12 Mar, 2018 @ 1:09am 
@ALIAScartoons
Oh, there's a problem. I can not create more than one anomaly on the map. If I'm wrong, show an example of correctly calling several anomalies in an INIT file.
Alec 12 Mar, 2018 @ 12:08am 
@Dada
Thanks for the answer, but it does not work on my server (Exile). So far, I can only copy by creating a new variable. Perhaps this is not very correct when the INIT file contains 100+ lines. Is it possible to create in one line of any number range, for example from 1 to 100, so that when copying a marker a new variable is correctly assigned. Like smuggler_1, smuggler_2 ets
Dada 11 Mar, 2018 @ 11:42pm 
You need to add an init for each marker, the best way its to do it with trigger if you want to put a lot like this they will be active when a player is near :
for exemple :
null = [smugg1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg1
null = [smugg2,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg2
null = [smugg3,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg3
null = [smugg4,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg4
.......
Alec 11 Mar, 2018 @ 11:01pm 
Thanks, it's already working great! But how do I copy the markers on the map? If I copy the marker, the new one does not work anymore. Do I have to create a new variable every time in the INIT file? But if such anomalies need a lot on the map?
Dada 11 Mar, 2018 @ 11:42am 
Tahts work on dedicated server but i can't see the black ball and that not move if its true, but after that its work any unit is teleported randomly on the map
ALIAScartoons  [author] 11 Mar, 2018 @ 9:54am 
@Alec
What Dada suggested could work well on SP, not sure about MP but should work too.
The simpler way is to run the script from init. It is possible to spawn it randomly but additional scripting is required and is not recommendable for beginners.
Anyways, Exile is a different kind of animal and i don't know enough about it to assist you.
Try to get in touch with MangoAU on STEAM, he managed to implement all anomalies on Exile.
Alec 11 Mar, 2018 @ 6:21am 
Sorry, I did not quite understand on the video how it's done.
Dada 11 Mar, 2018 @ 6:19am 
For exemple put a marker and name it : smugg1
create a trigger, Activation player and put this in the activation field :
null = [smugg1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
Alec 11 Mar, 2018 @ 6:16am 
How does the anomaly appear on the map? With a trigger or a marker? If the possibility of a random spawn?